Last updated by Gravecat on November 2nd, 2011.— — — — — — Tau Commander —The following is a complete list of wargear available for the Tau Shas’O Commander in Dawn of War II: Retribution’s Last Stand game mode. I’ve personally confirmed everything up to level 18, other details are courtesy of friends and commenters. Thanks to Pika, Juno, and Forge for additional information and assistance. If you have any corrections or updates, please leave a comment below and I’ll update the list when I can.Plasma RifleDefault weapon. Can only be replaced, not removed.One-handed ranged weapon, 10.0 dps.Shield HardpointDefault shield. Can only be replaced, not removed.The Tau Commander may equip shields to this hardpoint on his battlesuit.XV8 Crisis BattlesuitDefault armor. Can only be replaced, not removed.Armor Rating: 50. Grants Ability: Jet (10: Jumps the Crisis suit from its current location to the targeted location, knocking back enemies on impact.) Grants Trait: Unshakable (Makes the wearer immune to knockback.)Command Issue Plasma RifleStarting equipment.One-handed ranged weapon, 23.3 dps.
Grants Trait: Armor Piercing (Attacks from this weapon ignore 100 armor rating.)FlamerStarting equipment.One-handed ranged weapon, 7.0 dps. Grants Traits: Area of Effect (This weapon deals damage in a radius), Ignore Cover (Enemies attacked by this weapon do not receive a defensive bonus from being in cover.)Shield GeneratorStarting equipment.Shield. +50 Armor Rating, +25 Health. Grants Ability: Energy Shield (Activates a powered shield that absorbs incoming damage in the form of energy.)XV8 ‘Light’ Crisis BattlesuitStarting equipment.Armor Rating: 90, +25 Health. Grants Ability: Jet (10: Jumps the Crisis suit from its current location to the targeted location, knocking back enemies on impact.) Grants traits: Unshakable (Makes the wearer immune to knockback), Low Weight Composites (Increases the speed of the battlesuit by 1.)XV8 ‘Armored’ Crisis BattlesuitStarting equipment.Armor Rating: 120, +50 Health. Grants Ability: Heavy Jet (10: Jumps the Crisis suit from its current location to the targeted location, knocking back and stunning enemies on impact.) Grants traits: Unshakable (Makes the wearer immune to knockback), Heavy (Lowers the distance of Jet, but increases the damage of impact as well as stuns enemies.)Photon GrenadesStarting equipment.Accessory. Grants Ability: Photon Grenade (25: Project a photon grenade at the targeted location.
With a focus on fast-action RTS gameplay, Dawn of War II brings to life the science fiction universe of Warhammer 40,000 like never before. Experience the intimate brutality of battle as you play through your chosen race’s epic campaign. For Warhammer 40,000: Dawn of War II - Retribution on the PC, a GameFAQs message board topic titled 'Tau Mod'. Jan 22, 2013 Yes the Tau have imperial guard voices because the models animations were based off the imperial guard. Most importantly enjoy the video! Please consider giving it a like and subscribing! The Tau Commander is a brand new hero for Warhammer® 40,000®: Dawn of War® II: Retribution™ and Warhammer® 40,000®: Dawn of War® II: The Last Stand Alone™. The Tau Commander comes with 26 pieces of wargear, 2 achievements, an all new voice and 20 levels of progression.
Photon grenades temporarily disorient and confuse enemies, causing them to attack random targets or walk around aimlessly.)Snare MinesStarting equipment.Accessory. Grants Ability: Snare Mine (10: Places a Tau snare mine at the targeted location. When an enemy moves near it the mine detonates, slowing the target and other enemies nearby.)Energy CoreUnlocks at level 2.Accessory. +25 Energy.Fusion BlasterUnlocks at level 3.One-handed ranged weapon, 30.0 dps. Grants Traits: Armor Piercing (Attacks from this weapon ignore 150 armor rating.)Stimulant InjectorUnlocks at level 4.Accessory.
Grants Trait: Resuscitation (When the Commander’s health slips below 20 he automatically revives 100 health. Resuscitation can only trigger once every 30 seconds. If an attack is powerful enough to lower the Commander’s health to 0 from above 20 it will bypass the injectors and be fatal.)Shield Drone ControllerUnlocks at level 5.Commander Item. Grants Ability: Shield Drone (35: Summon a Tau shield drone to the battlefield. Shield drones emit a protective field that reduces incoming ranged damage by 50% to allies within range.)Ion BatteryUnlocks at level 6.Accessory. Grants Ability: Ion Battery (Places an ion battery at the targeted location. The ion battery quickly resupplies the energy of nearby allies.)Repulser ShieldUnlocks at level 7.Shield.
+50 Armor Rating, +25 Health. Grants Ability: Kinetic Pulse (15: Discharges stored kinetic energy, knocking back and dealing damage to nearby enemies.)Fragmentation Missile PodUnlocks at level 8.Accessory. Grants Ability: Fragmentation Missile Barrage (30: Fires a large salvo of fragmentation missiles at the targeted location, dealing damage and knocking back enemies.)Airbursting Fragmentation ProjectorUnlocks at level 9.One-handed ranged weapon, 6.0 dps. Grants Traits: Area of Effect (This weapon deals damage in a radius), Ignore Cover (Enemies attacked by this weapon do not receive a defensive bonus from being in cover.)Coolant InjectorsUnlocks at level 10.Accessory.
Grants Trait: Cooled Systems (Decreases the cool down of abilities by 5 seconds and the cost by 5 energy.)Iridium Plated ShieldUnlocks at level 11.Shield. +75 Armor Rating, +50 Health. Grants Trait: Heavy ( Lowers the distance of Jet, but increases the damage of impact as well as stuns enemies.)Anti-Armor Missile PodUnlocks at level 12.Accessory. Grants Ability: Anti-armor Missile (15: Fires a salvo of anti-armor missiles at the target.
These missiles deal high damage to single targets with high armor.)XV8 ‘Agile’ Crisis BattlesuitUnlocks at level 13.Armor Rating: 90, +25 Health. Grants Ability: Stabilized Jet (10: Jumps the Crisis suit from its current location to the targeted location, knocking back enemies on impact.) Grants Traits: Unshakable (Makes the wearer immune to knockback), Superior Stabilizers (Increases the range and lowers the cool down of Jet.)Targeting ClusterUnlocks at level 14.Accessory. +25% Accuracy.Heavy Gun Drone ControllerUnlocks at level 15.Commander Item. Grants Ability: Heavy Gun Drone (25: Summon a Tau heavy gun drone to the battlefield. Gun drones are equipped with twin-linked burst cannons and fire on the enemy.)Burst CannonUnlocks at level 16.One-handed ranged weapon, 15.0 dps.
Grants Trait: Suppressive (This weapon suppresses infantry, slowing their movement speed and ranged attack speed.)XV8 ‘Command’ Crisis BattlesuitUnlocks at level 17.Armor Rating: 110. Grants Ability: Jet (10: Jumps the Crisis suit from its current location to the targeted location, knocking back enemies on impact.) Grants Traits: Unshakable ( Makes the wearer immune to knockback), Fearless (Makes the wearer of this suit and allies around him immune to suppression), Improved Targeting (Increases the wearer’s and nearby allies’ ranged damage by 15%.)MarkerlightUnlocks at level 18.Accessory. Grants Ability: Mark Target (5: Mark a target using the markerlight. Marked targets receive additional ranged damage and will be the target of Skyray Seeker Missiles when the Sky Ray Barrage is activated), Sky Ray Barrage (40: Drops a seeker missile on any targets marked by the markerlight or a marker drone.)Nano TechnologyUnlocks at level 19.Accessory.
Grants Trait: Nano Machines (Increases the health regeneration rate of the Commander and nearby allies by 1.0.)Marker Drone ControllerUnlocks at level 20.Commander Item. Grants Ability: Marker Drone (15: Summon a Tau marker drone to the battlefield. Marker drones automatically mark targets.
Marked targets receive increased ranged damage and are the targets of Sky Ray barrages.)Networked Weapon InterfaceUnlocked by achievement “Dynamic Entry” (Kill 100 enemies by jumping on them.)Controller (equipped in shield slot). Grants Trait: Twin-Linked (Duplicates the currently equipped weapon, utilizing the shield hardpoint. Twin-linking weapons slightly reduces the damage output of each individual weapon. The duplicated weapon receives the same bonuses as the primary weapon.)Advanced Drone ControllerUnlocked by achievement “Tau Efficiency” (Kill all three doppelgangers within 5 seconds of each other on wave 16, by yourself.)The advanced drone controller adds an additional ability to the commander depending on the drone he has equipped:. EMP Field (Shield Drone) — EMP field locks down all shield drones and anything under their radii.
![Mod Mod](https://i.ytimg.com/vi/7VqfT-cdO9k/hqdefault.jpg)
Anything locked down in this way cannot attack, move, take damage, or use abilities. Overdrive (Heavy Gun Drone) — Overdrive temporarily increases the damage and reduces the cooldown of guns drones to zero.
Self Destruct (Marker Drone) — Forces all marker drones to self destruct causing a powerful explosion. Burst Cannon/Airbursting Fragmentation ProjectorNetworked Weapon InterfaceXV8 “Command” Crisis BattlesuitAnti-Armor Missile PodCoolant InjectorsStimulant InjectorsHeavy Gun Drone-Burst cannon for suppress for being more mobile. Airburst projectors for setting up your drone in the rock area in the bottom of the map so it cant move and camp there shoot missiles, and shoot some airburst projectors. Stimulant Injectors help when under heavy fire or end up the last one standing on your team while you jump around waiting for a moment to revive your teammates.
One config I use that works obscenely well:Burst CannonNetworked Weapon InterfaceXV8 “Command” Battlesuit (Team Support) OR XV8 “Armored” Battlesuit (For Lone Wolfing It)Anti-Armor Missile PodCoolant InjectorsMarkerlightHeavy Gun DroneSimple and brutal. Throw Burst Cannon fire, drop free markerlights, use anti-armor missiles on priority targets, drop Skyray Barrages on anything pissing you off. Command Battlesuit is actually remarkably powerful with this, further amplifying the Burst Cannons and nearby allies, but the Armored Battlesuit is another fine choice, providing much better protection, though less mobility and abilities. I call this one my “Stompy Build”:XV8 ‘Armored’ Crisis BattlesuitCommand Issue Plasma RifleRepulsor ShieldCoolant InjectorsAA Missile PodEnergy CoreMarker Drone Controller—-This build lets you stomp faces pretty much indefinitely in a heavy battlesuit, and when that’s not enough, you’ll be melting their faces with plasma fire on your way down and cutting the survivors down with kinetic bursts as soon as you land. Empire earth art of conquest download.
The AA missile pod lets you turn around and rape harder targets like mechs and commanders (trigger this mid-air for a quick turnaround on landing), and the marker drones will go around assisting your teammates with the marker debuff while you’re off doing your thing. I’ve been playing a lot with my hip hop version: Flamer with heavy shield, heavy armor, missle pods, coolants, and resuscitation. Add a shield drone and place it between SW pillars to draw fire.
Basically, I jump more than lebron james all over the map. Stronghold crusader pc game. Coolants make it quick and cost very little, and i kill most minions in a single impact.
Stay on scene for a second to let them burn, move onto next. Works great against armor with pods, and on heavy infantry can bounce back and forth to keep them out of the loop. Also works great on 16 as i can keep the dopples stunned long enough for buddies to take two on one, or when they get near death, kill with pods. The suit takes a beating with 200 hp, and revives after 40hp instead of 20, making him harder to kill. In a pinch, just hop around and around and let them chase the rabbit until you have an opening.
The burst cannon can also work well, but doesnt do as much damage following impact, but the standoff range is nice if you need to take a breather. Alot of fun to play and im consistently in the 300+ kills since about lvl 14 or so, even alongside other lvl 20’s. If you have a tank and some support minions to draw fire, you can stun just about everyone and let them do the real dirty work.Anybody else tried this? Thought I’d come by and drop this off:————-FlamerNetworked Weapon InterfaceXV8 ‘Armored’ Crisis BattlesuitCoolant InjectorsIon BatteryAdvanced Drone ControllerMarker Drone Controller————-Tau shocktroop build and really the only Tau build I use. Jump into the fray, burn them all alive, then jump out. Jump in, drop your drone, and detonate it. Low on energy?
Keep yourself (and your allies!) topped up with the Ion Battery to minimize downtime and maximize efficiency. Ally fond of long-range fighting? Leave your drone out to mark everything, then redeploy it at crucial junctures as a detonation device.
![Dawn Of War 2 Tau Dawn Of War 2 Tau](https://i.ytimg.com/vi/pY4P5rzX4lY/maxresdefault.jpg)
Fun, hell on everything, and fuels the big nukes (or heals, or jumps, or whatever) you know your allies are packing. However, it does take some practice to get the timing on the self destruct down, and you have to rely on good judgment and guerilla tactics to stay alive since you’re not packing Hive Tyrant-level armor.So, to reiterate, my favorite Tau build: fast, fun, effective. Harassment/Hit & Run @ lvl19, I’ve used this build since lvl12FlamerNetwork Weapon InterfaceArmored BattlesuitAntiArmor Missile PodCoolant InjectorsStimulant Injector/Nano TechHeavy Gun ControllerThis build involves kiting, lots of it. I choose the armored suit for the extra hp & stimulants to keep hp up. Reduced cooldown time on the jumpjet makes it really agile.
There’s a lot of displacement involved & also breaking columns of enemies.With a decent amount of hp, flamer & AA, this build can take down enemies at close range & heavily armored units from far. Jump in, set enemies on fire, then retreat before they can recover.
Rinse, repeat. I’m usually the last one alive, reviving everyone. No, marker drone marks only, you need markerlight to call skybarrage.A quick though about build, do you have any low level build (with DLC and Achievement stuff) that is good for wave 16+?For example with the space marine with claws and jetpak lvl 8 you are strong enough, with the chaos sorcerer you can use vestment of power undivided / touched helm / oracle staff and you can beat wave 16+, etcThe point is triple elite, i was playing with my sorcerer and there was no big difference in my level 20 and level 4 build.
I’ve got another build for you guys: This one can be done at level 17, but it can be modified to work at 14 if you don’t mind giving up the command suit.Command Issue Plasma RifleNetworked Weapon Interface“Command” battlesuit /Agile (if you don’t have command)Coolant injectorsTargeting ClusterFragmentation Missile Pod/Anti Armor Missile pod (i prefer frag, but if you want to be an anti-boss sniper, AA missiles are a solid choice.Gun Drone/Shield drone. I generally use the gun drone for that extra dps, but if I find that I’m dying a lot, I’ll switch to shield drone.Unlike my other build, you will be doing gallons of damage with this build. The dual plasma rifles with the targeting cluster will kill 2 mobs at a time in a low-mid health squad with 96% accuracy.
The fragmentation missile pod will slaughter several high-model squads in one shot, and with the coolant injectors, it’s pretty cost effective. If you chose to use the AA missiles instead, they’re nearly spammable. The command suit is nice, since it eliminates the problem of suppression (especially useful on TBC), and that 15% extra damage is really handy. The agile suit can be helpful if you don’t have the command suit, since the jumps are cheaper and farther.
This build requires pretty solid micro, since you don’t have much health, and you have no “oh crap” button like a repulser shield. Stay mobile, jump around a lot, and don’t get in melee. The one problem I’ve had with this build is that I have no way of taking out lots of banshees on my own (except a frag missile barrage, but you need to land that before they jump towards you). This build synergizes well with a heavy melee character, and another decent ranged character. A little teamwork will keep the banshees and stormboyz off your back, and you can jet around raining death.
I’ve found it especially helpful if I have an allied tau who uses an ion battery. If you have access to a battery, you can spam frag barrages as fast as the cooldown allows. My Suppression/Nuke build: Level 20Burst CannonRepulser Shield“Armored” Crisis BattlesuitMarkerlightAnti Armor MissileCoolant InjectorsMarker DroneYou won’t be doing tons of damage with a single burst cannon, but you can suppress multiple squads at once by switching targets. Focus on marking as many different targets as you can. The drone marks one target every 5 seconds or so, and you can do more than that yourself. The coolant injectors make using the markerlight free of energy cost, and the cooldown is two or three seconds.
Jump around, suppress and mark everything you can, hit big targets (anything bigger than a big choppa nob) with AA rockets, and once you’ve got most of the enemies marked, call down the skyray barrage to murder everything on the board. Rinse, repeat. This works well with an ally who can tank and another ally who can help take out the bigger targets. To Johnnkaykay:1.
The ally can do damages, but you must kill all the clones.if ur allies kills a clone you wont get the achievement.2. Hvy gun drone kill will not count as your kill.
So same as first answer.3. The 5 sec starts as soon as the first clone dies.4. You have to kill the next 2 clones within 5 sec.5. No, the revived clone has to die within that 5 sec window.Check out my earlier blog on how I got the achievement (click on older comments).Truthfully it’s not worth getting it, the Advance Drone Controller is kind of uselessI’d rather use Network Interface, Coolant Injectors and AAMP. I use 2 builds baised on my allies1)-Dual Airburst-Command Suit-Coolant Injectors, AAMP, Markerlight/Targeting clusters-Sheild Drone(haven’t unlocked marker drone yet and the gun drone is pointless in a good team)Excells at killing hordes and being a general nuscience. However only worth while if you have allies who either are dedicated anti-H.inf or lots of missle pods!2)-Fusion Blaster-Irriduim Shield-Commandsuit/Heavy XV8-Coolant Injectors, Energy Core, AAMP-Sheild DroneRun around and batter peoples faces in with you FB while constantly dropping on people.
The Tau commander may not have a melee attack.But this build will make you devastating against all light infantry. While still having the ability to take on heavy’er targets.Flamer.Repulser Shield.XV8 Heavy Command suit / XV8 Command Crisis Battle-suit. Final fantasy 15 steam mods. ( If you want to be able to stun enemy’s Heavy is the choice you should make. As you will be jumping in to battle and not away. )Coolant Injectors.Anti-Armor Pod.Stimulant Injectors / Ion Battery / Energy Core(This will either make you more tanky, or more energy heavy.
Personally i prefer Energy as i find it to improve my surival chances way more than Stimulants)Heavy Gun Drone / Shield Drone.( Well i will recommend the Gun Drone, but some prefer Shield Drones as they negate 50% incoming dmg, and that can really help you out againt marines with plasma rifles. Or anything else that hits like a truck from afar)Hope this helps. A really fun close brawler build.Basicly what you do is Jet you way into a middle of a group, Use kinetic pulse and finish of the remains of with the flamer.ENJOY. I’ve got a few builds I really like. Each is dependent on what the group is runningRanged Turret:VX8 ‘Command’ Crisis BattlesuitBurst CannonNetworked Weapon InterfaceAnti-Armor Missile PodTargeting ClusterCoolant InjectorsHeavy Gun Drone Controller-This build depends on your teammates being able to dish out enough damage, protection, or disruption to keep melee units at bay. The Networked Weapons can be replaced with a Repulsor Shield, but your ranged DPS suffers qutie a bit (pretty much 1/3).
The Shield also requires quite a bit of kiting.Group Slayer:VX8 ‘Command’ Crisis BattlesuitAirbursting Fragmentation ProjectorNetworked Weapon InterfaceAnti-Armor Missile PodIon BatteryCoolant InjectorsHeavy Gun Drone ControllerThis build is a little more survivable than the previous. The Airburster takes care of larger groups of low end melee – something that the Commander is weak against. Just as above, the Networked Weapon can be replaced with the Repulsor. That’s even more effective than above because you can spam the Repulsor quite a bit and recharge energy when the threat is decreased with the Ion Battery. The Heavy Gun Drone can easily be replaced with the Shield without loosing much firepower.I’m not 20 yet, so haven’t been able to mess with the Marker Drone, and simply haven’t used the Markerlight. It seems popular, so I’ll try to squeeze it in somewhere at some point depending on the teams make-up.
How early is early level?one of the best builds you get is at level 10, well not best but a really good all around build that can handle most units. Basically jack of all, master of none build. Only requires level 10 iirc. It’s been posted a couple of times, but i’ll repost it.command issue plasma riflerepulsor shield‘armored’ crisis battlesuitCoolant injectorsthe next 2 accessories are you up to you, they are interchangable. I prefer ion battery + anti armor missile pod, but you can’t use AA until 12.
So until then you can use stimulants. Basically after coolant injectors you can use whatever you want, I like using the battery with it since you do use a fair bit of energy (kinetic pulse + jump spam) and it turns you more into a team player. Jump + Kinetic pulse is usually enough to wipe out weaker squads (boyz, gaunts, banshees) or put a decent dent into some of the higher hp squads (warriors, raveners).Now if you’re talking about a level 1 build, I’d go pulse rifle, shield generator, heavy armor, photon grenade, snare mines, and stimulants once you hit 4.Combat stims are probably the best accessory the tau commander has, but I try to stay away from them since I end up using them as a crutch. With fusion blaster vs plas rifle it’s more dmg and slow fire rate vs lower dmg (still good) and faster fire rate. Explains why plas rifle got more kills, shoots faster and still packs punch. I personally use following set up:Burst cannon (weapon interface)Commander suitAA missile, Stimulant injector, markerlight/nanobotsMarker drone/gun drone (marker drone with marker light and gun drone with nanobots)Result is stable firepower with range,dmg, supression, and scatter dmg. Perfect against masses.
@Zaro27That is a very good build, but there are a couple changes to consider to make it even more effective. First and foremost is replacing Targeting Cluster with Coolant Injectors. This makes your Anti-Armor Missile and Markerlight spammable (you can mark a target for zero energy!). When it comes to Drones one should always change to fit your current team. If your team packs plenty of offense and/or lacks survivability, the Shield Drone is an excellent choice.
If your team is lacking an offensive punch (besides yourself, of course) you may wish to bring the Gun Drone. And if your team lacks any glaring weakness or you happen to have the Advanced Drone Controller ability then bring the Marker Drone. Last but not least if your team lacks a tank bring the Armored battlesuit.
You won’t be a tank, but at least you’ll survive better when forced to kite and rez. Finally unlocked Advance Drone Controller.I was equipped with twin linked Plasma Rifle, Command Crisis Battlesuit (lvl 17), Targeting Cluster, Coolant Injectors, AAM Pod and a Gun drone.My buddy had a twin linked Burst Cannon, a Armored Command Crisis Battlesuit, Snare Mines, Coolant Injectors, AAM Pod and a Shield Drone.Another gamer who joined was a Sorc with Deathless armor (rest of equip doesnt matter).Make sure you know where spawn point is and camp outside the alcove. Just before wave 15 ends, hv ur buddy throw at least 4-5 mines at the centre (or close to centre) of the spawn point. Also have him stand to the side (where most of the cover is).Make sure both shield and gun drones are near you.Make sure you stand just a little bit further than him.Make sure the Sorc (and his minion) as now where near the spawn point alcove (have him stand at the centre of the colliseum).When clones spawn they’ll be immobalized by the mines. Buddy (with burst cannons) should fire first with his AAM, aiming for the centre TC. The AoE blast will also kill the sorc, but will resurect him instantly.You then aim your AAM at the sorc, which will kill at least two of the clones right away and ur plasmas will kill the last one within a second afterwards.Hope this set-up works for you folks.Good hunting! Daykin, I ran an AoK where we made it to wave 19 where he was using Dual fusion + fragmentation missile pod and I was running plasma rifle + kinetic pulse and ion battery.
As soon as he’d fire off a salvo, I’d give him a battery. Worked great but we had a weak third player so we ended up wiping there. If your teammates can handle blobs dual fusion is fine though, and with the missile pod you can help chip in if you have someone with a battery. I really would never recommend missiles without an ion battery paired with it. Drone controller build:WEAPON:burst cannontwin-link network interfaceSUIT:command armorGEAR:anti-armor missiles (can opt for markerlight instead)coolant injectorsdrone controllerDRONE:marker drone (if going with anti-armor missiles)gun drone (if going with markerlight)AoK is a small melee-centric map. If you dont clear out the blobs fast enough, you will get swarmed and it’s GG. Unlike Bloodied Colosseum, there is little room for maneuverability given the small map size so jumping around like a rabid bunny on a jetpack doesnt buy you sufficient breathing space to stay alive.
Fusion blaster would not be my weapon of choice on that map given its slow rate of fire. HelloMoto: Thanks, was thinking in the same lines as you then. Good call on the Round 9 spawn, will have to try this with two friends later.Madcow, S-Zilla: Yes the Airbursting Fragmentation Projector have a minimum range, its roughly the same as the Fragmentation Missile Pod.
Madcow, I’ll try to test it more but the things I were trying to hit were usually termagaunts that had just wandered up point blank, but weren’t meleeing me. Maybe there was something that was throwing me into melee, but a lot of the time I would stand point blank and not fire if I tried to fire on a squad within melee range. So far I’m not really a huge fan of the frag projectors, I’ve used every other weapon and other than the safety of ranged and ignoring cover, they don’t really have an edge over the other weapons. They do, but just not enough for me to consider running them.And the targeting clusters I only use when going dual fusion launchers, since misses with those are painful because of the firing time. @ Druid:Having recently unlocked the Tau Efficiency achievement, I can say it’s more to do with luck than outright skill.My personal setup was as follows:– dual burst cannons– command armor– anti-armor missiles– coolant injectors– markerlight– heavy gun droneMy 2 allies were another tau commander sporting light/agile armor (cant remember which one to be exact) and mekboy using a teleporting-centric build. The point being that both my allies were sporting low armor ratings.IMPORTANT.I made note of where wave 16 would spawn (2nd banshee wave emergence location on wave 9, FYI) and camped outside behind cover.
As soon as the clones appeared, I was already within their firing range so they engaged me straightaway and did not move ie. They remained closely clustered together.IMPORTANT. I shot off the anti-armor missiles and the resultant damage took off approx. 75% from the primary target and the splash damage caused approx. 45-50% damage to the other 2 clones. All the while, I was firing from behind cover with dual burst cannons and with gun drone support.To cap things off, I markerlighted the primary target and called in a skyray barrage.
The single detonation was sufficient enough to kill off all 3 clones (all of whom were extremely low on health) in one fell swoop.Reading this back, it all sounds rather easy but what actually happened was a lot of frantic clicking on my part. Guess Lady Luck was on my side that particular day!On a side note, dual fusion blasters is a massive risk (especially when coupled with targeting cluster).
The fusion blaster clone will single-handedly solo all 3 heroes if not prioritized first in the killing order. Druid, I’ve heard about people getting lucky and timing the kills right, or they do it solo.Solo you’d have 2 people take heros with no gear / accessories on, and then make it to wave 16 and kill yourself + the other clones before they kill you. Really the only threat to you would be the other cloned version of you, but with a jump stun and possibly photon grenade your clone should never get the chance to attack back.In a team game, if your the only tau you can try running dual fusion blasters + heavy armor. Dual fusions are great for landing the killing blow on a clone with the ridiculous damage output they have. If you don’t drop your clone fast though, it will probably 1 shot every hero on your team including you. Here’s my favorite setup:Plasma RifleIridium Shield‘Command’ BattlesuitFrag Missile PodIon BatteryCoolant InjectorsShield DroneIt’s a great support/nuke build. The coolant + battery combo means that you can fire two missile swarms, pop a battery, and then fire another one about 5 seconds later.
On top of that you’re tough as nails and have a great gun for killing armored single targets. You also have Heavy, which is REALLY useful for stun-locking your clones. Squad damage boost and shield drone are just icing on the cake for you, but your team will love the bonuses.After playing this setup for 10 games, you’ll have the timing of the missiles down and realize how amazing they are. I actually prefer them over the Markerlight; they deal more damage and will reliably wipe out entire squads of infantry.Really enjoying this character, he’s almost a cross between the Captain and the Sorcerer. I’ve been using the same build as Gravecat’s above for a while and having great success.However, I just hit level 20, and wanted to try out the Markerlight Drone, so I took Coolant Injectors, Markerlight, and AA missiles as accessories.Good grief you can do an obscene amount of damage with two Tau and a marker drone. Target practically everything for free, take turns barraging with skyrays, profit. We died on wave 18 only because the other Shas’O went down and I didn’t have enough energyP.S.
Thanks for this website, btw. Having complete/detailed lists of the commanders’ wargear is a great help. This is the build I like to use when I know someone has anti-armor or heavy units hunting down however it is still useful for most situations:Weapon/Shield hard point:-Networked Weapon Interface-Burst CannonArmour Type:-XV8 ‘Command’ Crisis BattlesuitAccessory:– Stimulant Injector– Markerlight– Coolant InjectorsDrone Choice:– Heavy Gun Drone ControllerDue to the Coolant Injector I can “mark target” using Markerlight for free, which gives me a couple of options on how I play on the map. Before I continue I should note that any target you mark can be in turn used by another player who also has Markerlight to perform “Sky Ray Barrage”, and at the moment there is no limit on how many units you can “mark target” at any given time (I’ve seen player just mark only one target or squad without targeting many more before unleashing “Sky Ray Barrage”)Since “mark target” increase the amount of range damage a target receives and the XV8 ‘Command’ Crisis Battlesuit increase the range damage output by 15% for my allies (i.e.
That includes your heavy gun drone) and myself, most infantry squads get chewed up rather quickly; due to my choice of weapons and drones. Furthermore my since the burst cannon suppress it allows me “mark target” rather easily, cause i would pin and “mark target” one group then jump somewhere else suppress and do the same to another. This usually comes into play later in the game as I jump around the map marking multiple squads (usually I will pick squads or single units that is surround by other units) before I perform crowd control using “Sky Ray Barrage”. Unfortunately this usually draws fire from these squads so I took the stimulant injector which let me survive long enough to mark many targets.
@azkuma:the nice thing about the drone controller is that it affects all drones on-field (your own + allied ones) so 1 per team is sufficient. Having said that, the particular properties it bestows on allied drones depends on whatever type of drone is currently equipped on your own Tau Commander.For example, if all 3 TCs have shield drones then EMP lockdown affects all 3. However, if you equip the drone controller + shield drone and your tau allies equip gun drones, then only your own shield drone will exert its “special” ability.EMP lockdown costs 25 energy. Haven’t really found a proper use for this ability yet other than novelty value.
I guess it serves as expensive alternative to Tau builds that don’t involve the use of kinetic pulse as it traps everything apart from super heavy relic units (land raider, baneblade, hive tyrant on anvil) and maybe vehicles (dreads/chimeras/LR tanks not verified yet) therefore allowing you time to jetpack out to a safer location. 3-way EMP lockdown (assuming tau allies also equip the shield drone) for 25 energy is not bad considering it potentially covers the majority of Bloodied Colosseum barring the 4 spawn points.Just make sure to redirect your firepower to everything outside the drone radii when the EMP ability is active otherwise it’s wasted energy!Overdrive costs 10 energy; basically the barrels on the gun drone glow red hot (indicative of ability activation) and it continually fires its burst cannons with no cooldown. Overdrive seems to last for approx. 10 secs.Detonation costs 5 energy; blast radius is a little smaller than kinetic pulse AoE but damage is on par with Mekboy BoomTime. Animation is rather deceptive for the amount of damage it inflicts. Has a start up time of a 1-2 secs before the drone actually detonates. I’ve had (still having) great fun with the Tau Commander since last week and I got to wave 20 with two other Tau Commanders (we lost instantly though) and we each had different fits but now I really like this one:.
Repulser Shield – For those close encounters with Eldar, Ork or Tyranid. Airbursting Fragmentation Projector. XV8 ‘Command’ Crisis Battlesuit.
Coolant Injectors – This means that to ‘mark a target’ costs 0 energy. Great!.
Anti-Armor Missile Pod – Costs 10 energy to fire. Markerlight – Marerlight costs 35 to fire but it’s not as powerful as anti armour missile volley.
Heavy Gun Drone Controller/Sield Drone – Both of these are great but moreso the shield drone for it’s defence and decoy.With this loadout I have 6 energy abilities (pay for 5) which work really well so long as I manage my energy (jumps cost only 5) so it’s not the most resilient but it packs a really nice punch. It’s really necessary if all three heroes are Tau that there is at least one shield drone on the field as it protects against the ranged damage so well while you dish out you own damamge.I’m not sure if anyone has achieved the Advanced Drone Controller yet (I have 1 out of the 3 requirements but don’t know how or when it happened) so any input into how it performs would be nice to hear. I’ve been messing around with Barrogh’s build for awhile now, the best weapon to use with it would probably be the plasma rifle. Swarms of weaker enemies get squashed by jump + pulse. Jump + pulse on its own is absolutely devastating, there’s no real reason to use the Fragmentation Missile Pod when Jump + Pulse does a much better job and is easier to aim. Not to mention you can also pulse on its own to keep a teammate or drone safe.Nobs become a joke with the repulser shield as long as you have energy.Command Issue Pulse RifleHeavy ArmorIon BatteryCoolant InjectorsThird accessory is completely up to you.I’ve actually been trying to stay away from stimulant injectors since they are a bit of a crutch, but its hard to find a third to replace them.
Dawn Of War 2 Tau Expansion
I’ll mess around with the mines and see how they do in its place.On a side note, if you can hit the same unit twice with mines they completely stop moving it seems. I’ll have to test it more but I’ve stopped carnifexes multiple times with 2 snare mine hits. Hard to tell if the debuff stacked though with the horrible AI those things have.
Dawn Of War 2 Retribution Tau
Played my Tau Commander tonight with two others, all of us had twin-linked plasma guns the result is that we mowed down nearly everything, especially with a gun drone mopping up the light infantry. Wave 16 didn’t even get a shot off because we concentrated our fire and didn’t waste time deploying anything.The lack of melee does present its own challenges, especially since Hormagaunts seem to run fast enough that I can’t get a shot off after jumping away from them. Tyranid waves are now “find a meat shield and hide behind it” time for me. I was a big fan of the burst cannon for suppression and mass destruction, but I tend to prefer this build:.Twin-linked Plasma Gun.Agile Armor.Markerlight.Coolant Injectors.Stimulant Injectors/Nanobots/Advanced Drone Controller.Chef’s choice of drone (I like the gun drone because there always seems to be a shield drone on the field already, haven’t got the marker drone yet!)The plasma gun is great all around, and two of them makes it possible to deal with a squad of Banshees if they’re alone and you don’t have to kite the bigger units as much either! Agile armor means you can jump across half the arena, which makes evasive manoeuvers much easier.Markerlight is awesome, but with Coolant Injectors it’s FREE and can be used once per second! That, plus the Agile suit, means that I spent my whole game zipping around and marking targets for everyone, occasionally raining down 6-12 Sky Ray missiles when my marking got ahead of their mowing.I love Tau, they totally fit my playstyle! Got to play with my friend yesterday (me trying out different things and him on his Commander) and I have to say this hero has great synergy with a lot of things.
The best combo we’d been able to find was the Commander set up for mass infantry elimination (something like Twin-Linked AFP; Light Battlesuit; Frag barrage, coolant injectors, and the last accessory kind of floating; Shield Drone) and a Captain set up for soaking fire (Chainsword; Shield; Unshakable armor; Zealous Leadership, Taunt, and extra health accessories; and Dreadnought). Kept the heavies and melee off of him and his drone, and bunched them up for a Frag Pod assault (which would barely scratch me but eliminate most everything around me). I wanted to try Bombardment with his Ion Battery for fast, widespread elimination, but we never got around to it.The thirds varied, but they were normally Commanders or Captains and so added the missing single-target firepower to our team. Overall, it made for a strong team and I’d love to go at it again once his Commander hits max level (he was 11 when we called it a night).So, yeah, overall the Commander seems to be the most solidly-designed out of all the Last Stand heroes. Think I might pick him up either tonight or tomorrow. My personal build, which I’ve found works extremely well in most situations, especially when you just don’t know who you’re going to be teamed up with:.
Twin-Linked Burst Cannon. Command Battlesuit. Anti-Armor Missile Pod. Coolant Injectors. Stimulant Injector.
Heavy Gun DroneThe twin-linked cannon is amazing at taking down swarms of infantry, especially when boosted by the command suit, and the heavy gun drone adds some very welcome firepower to the party. Similarly, the anti-armor pod excels at taking down heavies (it can kill a Wraithlord in two bursts). So right there, you’ve got the tools to take on pretty much anything in your path. Add the coolant injectors to allow almost limitless jumps (for when things get hairy), and you can pretty much bounce around the battlefield, sniping heavies and suppressing waves of infantry with minimal effort.The stim injector is purely personal preference; I like the survivability it adds, but the build wouldn’t lose much by replacing it with something else. Either way, I find this build to be extremely survivable, and I usually end up being the last to die.
If in doubt, jump away and suppress from afar. The new tau unit is basicly a very strong ranged unit which doesnt have meleeyou can you several abilitys against infantry and heavy infatry.the one i like the most is the marker light you can mark units and after that throw a very strong sky ray.the jump packs are pretty awesome to, use the with the cooldown perk and you can instantly jump around. (coolant injectors)the second shield you get (repulser shield) is very good with the jump pack, jump on the and use the ability and you will kill em all.you can kill stronger units with the Fusion blaster (which i think fits best with the shield).this is just a low level setup try to use it ^^. Agreed with S-Zilla on that. My current build:Armored Crisis SuitAirburst ProjectorRepulser ShieldCoolant InjectStim Inject (works well for me, I do not fall down, multipliers NOT reset)Ion Battery (recharge self and other teammates.Shield DroneAll defense, keeps a Shield Drone up 24/7, regens tons of energy for self and others, spams airburst at the spawns, repulses often and well when they get inside.If in a good group, I’ll switch out the Ion Battery for Anti-Armor Missles.
Otherwise I’m quite useless past waves 12-13 or so. Makes you need to pay attention to energy levels, too, while you can spam away with battery.
@S-Zilla,Twin-linked burst cannons and a heavy gun drone will wreck havoc in the enemy lines. You can pretty easily hold back most infantery alone on two fronts at the same time, if equiped with the “Command” suit you will make wicked damage and good suppresion at the same time.The build I found most interesting is this:Burst CannonIridium ShieldXV8 ‘Command’ Crisis BattlesuitAnti-Armor Missile PodCoolant InjectorsStimulant InjectorHeavy Gun Drone.Might look a bit odd but you get a jump that only costs and 5 energy and you can pretty much spam AA missiles, great for taking down bigger enemys. And the most important, survival.
I`ve played a few matches with this setup and have about allways outlived the other Tau commanders because of the extra hitpoints and armor. Remember, keep suppresing and on the move and you can kite about anything.-Wycroft. The shield drone is pretty amazing with the commanders high armor, he can eat a lot of shots that would’ve outright killed other heroes. The only thing is the ai for these little bastards sucks. The ion battery is also great, good for any class with nukes on a short cooldown / high energy cost. It seems like it replenishes around 3040 energy back for EVERYONE standing near it. Hard to tell inbetween passive regen and the energy you get from it, but it is good nonetheless.
I was plopping them down to keep our shield drones up since they are squishy, and to get some missle barrages out for other tau commanders.I’m actually having a hard time deciding on repulser or twin linked. Repulser is amazing, especially following up a heavy landing. The damage isn’t great but it will absolutely ravage low hp / high model squads.
Twin linked is pretty nice though, running twin linked plasma rifle since it has a good rate of fire and good damage.The stims are also pretty buggy lol, the tooltip says if you take a hit that goes past 20-0 you die, but stims will go off and automatically revive you. Still counts as a death and resets your multipliers though.Has anyone tested twin linked burst cannons yet? NomNom – I got both achievements in one lucky run this morning. The key thing to the Drone Controller achievement is that.you. have to give the kill shot, and it has to be 5 seconds or less from first to last. You don’t have to do all the damage, though.
I had a Miasma Tyranid happen to already be in the spawn where the Doppels dropped, with plenty of Miasma down. A second or two of marinade time, I fired my twin-linked Fragment Projectors, and.bam., Achievement unlocked.It takes timing, and also some preparation and/or luck.Do NOT try it with multiple other Tau. I can’t imagine it succeeding, with the spike damage multiple Tau put out. Once lvl 10 try:Command Issue Plasma RifleRepulser ShieldXV8 ‘Armored’ Crisis BattlesuitFragmentation Missle Pod/Anti-Armour Missile Pod (when you get it later)Coolant Injectors/Stimulant InjectorsIon Battery/Energy CoreShield Drone ControllerYeah, Shield Drone Controller is actually pretty good; a nice decoy, takes a fair bit of damage and regenerates its own health. With one or two other Tau you take very little ranged damage at all.Would Suggest Stim + Energy if you are mainly stomping on things and aren’t interested in using Fragmentation Missles and Kinetic Pulse non-stop. Personally prefer Ion battery and Coolant Injectors so far.
Very cheap to cast Ion battery when you combine it with coolant.Weapons really depends on your team though, twin-linked Plasma Rifle and Flamer are good, personally I don’t think Fusion Blaster/s are worth it.Also been thinking about Twin-Plasma, Stabiliser armour for extra range and cooldown, Coolant injectors to lower your jump cost, Stims because you take more damage and have less hp and Anti-Armour Missile (which is REALLY good, especially with Ion Battery+coolant injectors). Again depends on the team as always. I agree with rjneuen. Although the AI of the Shield drone sometimes leaves it sitting in the middle of nowhere using it at certain times is a godsend, especially if you are holed up somewhere on strong ranged squads such as marines or ravagers.
Also it serves as a great decoy.The ion battery is an amazing support ability. Your energy heavy teammates will love you.I really am enjoying the playstyle so far, as it really resembles how the Tau feel on the table. Stay at range and drop bombs. I can only hope the repulsor shield ability finds its way to the next rulebook.Also, not gonna lie. I was really hoping to see XV88 Broadside armor upgrade with TL Railguns. No idea how you would balance it but would have been fun. A few notes, from what I’ve discovered thus far:Early on, the Photon Grenades are a godsend.
Similar to the Eldar’s Confuse ability, they have a relatively quick use time (they explode immediately upon landing) and can cause enemy squads to attack each other. They even work on enemy hero units. ?The Shield Drone Controller is trash. Equip it to fill the slot, sure, but it’s not worth the energy cost and will get shot down very quickly.If you have a Fusion Blaster (especially so if it’s twin-linked), you will die very quickly on wave 16.The Ion Battery seems decidedly meh, but could potentially be useful in some builds. Possibly.Finally, the Networked Weapon Interface is pretty easy to unlock (just equip the heavy armour and go crazy with the stomping), and makes for some very interesting combos.
Twin-linking Airbursting Fragmentation Projectors, along with the Fragmentation Missile Pod, is a stunning combination that results in quick decimation of most light infantry squads, as well as respectable DPS against tougher targets.
Tau elite warriors in their iconic battlesuitsThe Tau Empire is the small but rapidly expanding nation of the Tau, a young species of blue-skinned humanoids with very advanced technology. They are a relatively benign faction, striving toward a concept they call the ' instead of enslaving or consuming the whole galaxy, but pursue it narrow-mindedly, and while they would not wipe out a world of civilians that refuses to join the cause, they might forcibly subdue it and brainwash the population.Tau technology is a source of wonder, surpassing even the in some areas despite the species having a spacefaring history of only a few thousand years.
Tau are not physically very robust, and their military tends to rely on heavy ranged firepower, but they do employ a number of allied species such as the and the in military roles not suited for Tau soldiers.The Tau appear as a full faction in and, and as a hero choice in ( and ). Contents History T'auEtherealThe Tau were originally a species of tribal hunter-gatherers living on the desert plains of.
An exploration fleet discovered the world in and found a sentient species at a level of development. The Tau were dismissed as insignificant and scheduled for extermination, their world to be colonized by the. However, a storm shortly erupted in the area, making T'au inaccessible, and it was soon forgotten.Meanwhile, the primitive Tau went about their lives. At some point, the species became divided in several distinct races: the plains Tau, strong and skilled hunters; the mountain Tau with hollow bones and wing membranes; the river valley Tau with agriculture and metallurgy; and the wandering merchant-negotiators mediating between the tribes.Fire CasteEventually, avarice got the better of the Tau. Growing pains caused by their unusually rapid technological development led to sophisticated weaponry.
The Tau of the river valleys built stone fortresses and black-powder weapons to ward off the aggressive plains Tau. These fledgling skirmishes led to the darkest period in Tau history, the. The wars that broke out lasted for years, thousands dying from famine and plague as well as fighting. The Tau were on the verge of wiping themselves out. Out of the destruction and darkness of the Mont'au came a guiding light: the Ethereals.The Ethereals first appeared during the siege of a city called Fio'taun.
For five long years the fortress city had held off assaults of the plains Tau with their walls and cannons, but disease and starvation began to take their toll. As the tide of the siege turned, two mysterious Tau appeared. One made his way into the camp of the plains Tau, exuding a quiet authority that no Tau was able to resist. Soon, the leader of the plains warriors was persuaded to parley with the Tau of Fio'taun.
Similarly, the other mysterious Tau made his way deep into the fortress. Within a few short hours, the gates stood wide open, and the Tau stood ready to talk.The Ethereals spoke of the importance of peace and understanding between all Tau. They described a that each Tau must strive towards. The besiegers and the besieged quickly agreed with the Ethereals and a truce was reached. Across the land, Ethereals emerged, each with the same quiet authority and message of harmony. With the Tau united, a great civilization began.ExpansionFire Caste, T'au SeptThe introduction of the Ethereals to Tau society led to a rigid caste system, with each caste named by an element close to them. Thus, the warriors became known as the Fire Caste ( Shas) due to their fiery temper.
The artisans and scientists became the Earth Caste ( Fio), being the most pragmatic. The diplomats and administrators became the Water Caste ( Por), as water flows through all life, uniting it. Lastly, the messengers and spies became the Air Caste ( Kor), traversing the land on top of gusts of wind. With the invention of aircraft, and later spacecraft, the Air Caste would become the pilots of the Tau.Under Ethereal leadership, the Tau soon gained spacefaring technology and started colonizing nearby worlds. The first stage of expansion covered the core worlds of the Tau Empire; Tau'n, D'yanoi, Bork'an, Dal'yth, Vior'la and Sa'cea. Each colony – called a ' – developed its own cultural identity, 'flavor' and traditions.Tau fighting Imperial Guardsmen of the Vostrayan FirstbornThe second phase of Tau expansion led to contact with frontier worlds. Relations were at first peaceful, with Water Caste negotiators exchanging goods and technology with the humans.
This soon drew the 's attention, and in 742.M41 a fleet was deployed to assert Imperial authority. A major conflict known as the ensued, with the Imperium deploying 19 Regiments and almost a dozen Chapters to push back the Tau and stop the expansion. The Imperium pushed deep into Tau space, but resistance near the core worlds got too heavy for a fast victory and the first signs of ended the conflict; the fleet was ordered to evacuate immediately and the Tau decided not to harass.Tau forces fighting TyranidsAn uneasy peace with the Imperium ensued, the Tau completing their second expansion phase with the occasional conflict.
The, and species joined the Tau Empire at some point. The Tau had their own war as, a splinter fleet of Behemoth, invaded in 899.M41. The Tyranids were destroyed by Tau and Imperial forces a few years later, after losing several colony worlds.In late M41, the Tau are in the process of securing third phase colonies, while fending off remnants of and the occasional raid.
They have an uneasy relationship with the Imperium, which is more concerned with larger conflicts such as the wars and the.Notable Septs. ( Dawn of War: Dark Crusade). ( Dawn of War: Soulstorm)In Dawn of War games. the Tau faction in Dawn of War: Dark Crusade. the Tau faction in Dawn of War: Soulstorm. the Tau hero in 'The Last Stand' ( Dawn of War II: Retribution and The Last Standalone)Gallery.
Hopefully there’ll be a third expansion for Relic’s largely (but not solely) fantastigood Dawn of War II, and the usual clutch of new factions and units, but in the meantime a lone Tau unit has snuck into the current version of the game. Specifically, into the Last Stand survival co-op mode, wherein you pick a suitably 40Kian hero and attempt to survive as long as you can.Controlling the suitably battlesuited Tau Commander in Last Stand will require a small payment of additional money – someone should totally invent a word to describe that – but is available in both the full version of DOW2: Retribution (but not just the base game, as far as I can ascertain) and the cheapy spin-off. Due out at the end of October, and in-action in moving pixel-based form below.
They keep popping up across various forums, with threads ranging from serious discussion, to wishlisting, even begging Relic for information. However, for all the talk there has been very little hard evidence from Relic, and for the moment they seem focused on balancing the game and adding new content. This is great for players but it still leaves us wondering what their plans are for a future expansion. In the recent beta, however, some files have surfaced that point towards Tau being next on the list.Tau are quite a real possibility for an expansion. They were released as a playable race for Dawn of War: Dark Crusade, and Relic have mentioned that they are fans of the Tau.Below are the files extracted from Dawn of War 2903101 Tau Campaign Caste Selection903102 Shas (Fire Caste)903103 The Shas compose the bulk of the military for the Tau Empire, and as such are the Tau most often used in the game. They average as tall as or slightly shorter than an average human, and are generally muscular.
This comes from the fire caste's origin on the plains of T'au, the Tau home world, where they survived as hunters and warriors. Tau from the world of Vior'la tend to have slightly greater muscle mass.903104 Fio (Earth Caste)903105 The Fio Caste is composed not only of labourers and technicians, but also artisans, scientists and engineers. They are usually credited with the significant leaps in technology that the Tau enjoy. The members of the Earth Caste form the foundations upon which the Tau Empire is built. The inhabitants of this caste are generally short and stout of build.903106 Por (Water Caste)903107 The Por Caste is primarily composed of merchants and diplomats.
They are tasked with seeking and maintaining diplomatic relations with the other species of the Tau Empire, as well as maintaining the ease of communication and cooperation between the other castes.903108 Kor (Air Caste)903109 Aun (Ethereal Caste)903110 The Ethereals are the leaders of the Tau. They resemble the Fire and Water Castes physically, but are marked by a diamond-shaped ridge of raised bone in the center of their foreheads. Their origins are unknown, and most Tau will never refuse a request by an Ethereal.9001400 XV22 Battlesuit9001410 XV8 Crisis Battlesuit Commander9001420 XV8 Crisis Battlesuit Shas'vre Bodyguard9001430 Fire Warrior Squad9001440 Ranged Infantry9001450!1460 Kroot9001470 Melee Infantry9001480 Greater Good9001490 You earn Greater Good points by killing enemy units and dying in combat. Spend the resource on the Tau's global abilities9001500 XV88 Broadside Battle Suit9001510 Air Caste StrikeSo, let's analyse this.
The first point of note are descriptions of each of the Tau Castes, different subspecies of Tau that have evolved for a particular role. First is the Shas, or Fire Caste, who would most likely be the stars of any Tau centred expansion, given that they are the race's warriors.The Fio, or Earth Caste, could make an appearance as an army commander, acting in a similar way to the Ork MeK or Space Marine Techmarine.The Por, or Water Caste, would be unlikely to be seen in the game, outside possible storyline assistance or as an NPC, due to the fact that diplomats do not fare too well on a battlefield.Missing a description is the Kor, or Air Caste.
These Tau make up the race's crew for their space fleet, as well as serving as pilots. They also would be unlikely to appear in the game, aside from a support power which I will come to later.Lastly are the Aun, or Ethereals. These are the rulers of the Tau, who exhibit a complete control over other Tau by means of pheromones. If featured in-game, they could conceivably fill the role of a support commander similar to the Farseer, who buffs friendly units.The next paragraph seems to be a possible unit list, and features many units from the tabletop game.The XV-22 Battlesuit is experimental technology utilized strictly by commanders.
They are single-man powered exoskeletons, equipped with customizable weapon mounts and jetpacks. The XV-22 was used by the commander of the Tau faction in Dawn of War 1, Commander Kais. In the tabletop game it has lower fire-power than it's cousin, the XV-8 Battlesuit, but sports stealth abilities. This could be a ranged, stealth oriented commander from the Fire Caste, akin the the Kommando Nob. It could also be an armour upgrade to a standard battlesuit commander (See below), which gives him stealth capabilities.The XV-8 Crisis Battlesuit is the standard variant utilized by the Tau. This could be the 'offensive' commander for the Tau, which is supported by the 'Commander' next to it's description.Fire Warriors are the basic troop type for the Tau in both the original Dawn of War and the tabletop game.
They are lightly armoured ranged troops that deal a large amount of damage at long range, but fare very poorly in melee.Opposites of the Fire Warriors are the Kroot, a completely different species, who specialize in close combat. Again they made an appearance in the first Dawn of War, and in the tabletop game are very fragile but high damage melee troops.The XV-88 Battlesuit is a heavy battlesuit used by the Tau.
In the tabletop game It lacks jetpacks and moves quite slowly, but sports huge railguns, the equivalent of any tank-mounted weapon. In-game, these would most likely function as either a set up anti-tank, artillery, or a combination of both with the option to toggle between them.The 'Greater Good' refers to the Tau's philosophy, which stresses working together for the good of the Tau nation as a whole.