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Divergent Paths of the Tau Between my initial concepts about what interested me in the Tau army, my experiences playing with it and my notions about where it might go and what might be interesting ways to use it, I've come up with 4 different styles of Tau army that I am interested in playing. While it can be difficult assembling and playing multiple styles of the same army, I want to at least explore each path, to see what it might hold and how it might work. To that end, I am starting a short series that I call Divergent Paths, looking into each of the different options that I am considering.
While I'm on this journey of discovery, I'd like to take you along with me, because I think you might get something out of it. You might get an idea of different ways to play Tau. You might get some ideas about different ways to think about the game or about various units and their capabilities, some of them straightforward and some hidden. You might get some ideas about your own army, or pick up some ways of letting one unit serve in several capacities. Or you might just enjoy the ride and my weird flights of fantasy!
Each exploration will follow the same format. First I'll describe where I got The Idea, as I have done above. After that I will describe the idea itself in more detail.
Concentration of Force is a major tenet of each of the Divergent Paths.

What's the Big Idea? Here is where you will be able to find a full description of the idea. I'll talk about the basic premise of the idea and what I'm trying to achieve. I will also discuss the concepts behind it, the game mechanics of what makes it tick and how it can work and why it will work. Finally, I will also explain my vision of how I see the _army_ working together, rather than as single units.
After I've explained the details of the game mechanics and the ways the army will work, I'll then explore what units will be the most effective and the most efficient to include in the army.
The Perils of a Static Gunline, something I want to avoid at all costs!

What would be good for this? Once I've nailed down what I want the army to do (or not do) It's time to look at the army list itself. I'll start by coming up with a description or two about what capabilities would be most useful for the army list. Then I'll proceed through the entire codex list, ruling out units that don't fit those descriptions. With the culled-down list, I'll then begin my Math-hammering of various units for the list to find out which are the most effective and efficient (they are not necessarily the same!) Finally, I'll look at the list for any gaps or holes. If I find that there is a capability that I need but isn't covered by the list, I'll go back through the main codex list and find the best thing to fill that gap. (For example, if I find that I lack heavy antitank weaponry, would I be better served to bring a Railgun-equipped Hammerhead, or should I go with Broadsides, or should I look to Seekers or Fusion Guns instead? The answer will be heavily dependent on which best complements the rest of the list. Alternately, if none are a good fit, I may simply take the most brutally efficient one (on a point-per-point basis) and simply take that to fill the gap.
After I have hammered out the math and chosen the most effective and efficient units, it's time to pick the list itself.
Outnumbered? Always. Outgunned? Often. Outclassed? Never.

The List itself For each of my divergent paths, I'll be making a standard list for 1500 points. I'll include the price of each selection (but not the broken down price of each add-on, as that would infringe on GW's copyright.) I'll also include what section each occupies on the Force Organization chart and a brief description of what each unit is supposed to do as part of the whole army. I've chosen the 1500-point range because it is a fairly standard size used by many gamers (so it's easy to find pickup games in that size.) It's also a good size to play a decent game in a 2-2.5 hour segment. (It can be done faster, but it's easier not to rush things, especially with a player you don't know in a non-tournament setting.) It's also close to the larger tournament games (usually 1750 or 1850) so it's not too hard to scale up. It's also not such a big list that it's hard to pare down to a smaller scale battle, like 1000pts.
Finally, after I've discussed and created the list itself, I'll make a list of the models that I already have to make the list.
Sudden Counterassault by the Tau! (Please note, this picture is not my own, it is property of Games Workshop, et al.)

What models make the list? This is where I'll look at what models I have that could fit into the army list, and what (if anything) I'd have to do to make them work in the list. As an example, some of my lists will require a weapons-swap if I want to be able to use the Crisis Battlesuits that I've already got. I'll also list what models I'll need to get to complete the list.
If you enjoyed this, email me and let me know
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