Playing Tau in 5e becomes a whole new game. With the new assault rules and new line of sight rules, I predict Tau will be one of the strongest army lists (at least until the FAQ comes out). Basically, with assaulting units not being able to consolidate into a new assault, the Tau gunline becomes a very feasible tactic. Add to that the Tau almost unique ability to be able to remove conver saves (markerlights) and the amount of AP1/2 weaponry that can fielded mean that the Tau should be nigh on unstoppable.
The real weakness will be in the troop department for scoring and the number of possible kill points that a decent Tau list can give up. However, keeping troop choices in transports and always taking a disruption pod (4+ cover save), you should be able to claim objects relatively easily. The key is going to be a mix of mobile and static infantry and knowing when the static troops need to become more mobile (even at the expense of shooting).
My current 5e Tau list looks like this:
Shas'el - Plasma rifle, CIB, Multitracker
2 x Crisis squad - Suits x 3, plasma rifles and fusion blasters
3 x Firewarrior squad - 10 x firewarriors, Shas'ui with bonding knife
2 x Kroot squad - 14 x kroot carnivores, 3 x kroot hounds
2 x Pathfinder squad - 8 x pathfinders, devilfish with disruption pod
1 x Hammerhead
1 x Broadside squad - 3 x broadsides, advanced stabilization, 2 x shield drones
A lot of markerlights coupled with the pathfinders' devilfish that can transport both firewarriors and kroot (not at the same time, of course).
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