6/20/2023 0 Comments Tau missile commanderThe Plasma Rifle finally replaces the Fusion Blaster. The Fusion blaster replaces your commanders default weapon and gives him a bit of a punch against vehicles. IG Sentinels) are vulnerable to this long range attack. While a single Tau Commander with Rocket Pods naturally can't take on heavily armored tanks on his own, more lightly armored vehicles (i.e. The second weapon, the rocket pod, has a hilariously long range, surprisingly fast attack speed, and deals decent damage against vehicles (and a bit of knockback against infantry). The first of these, the Flamer, has a rather shortish range compared to the other availiable weapons, but in turn deals good DPS and also burns (heh) through enemy morale at rapid speed, especially if combined with the jump ability to get up close and personal. Uniquely for any Commander, the Tau Commander has no availiable upgrades in a Tech Building but instead can be equipped with a variety of weapons. To this end, the Commander is best described as a glass cannon ideally positioned with or behind your Fire Warriors, and as far away as possible from enemy melee specialists (or anything else that can produce a constant stream of pain). 120 S cooldown) įittingly for the Tau, their Commander unit is piss-poor in melee, but in return is highly mobile and boasts some impressive ranged firepower that allows him to gun down just about any enemy. Target Aquired (Deals 200 points of damage against a non-vehicle, non-building target. The trap costs 10 EN and has a 10 second cooldown) If enemy infantry units step within the trap's area of effect, they will be snared, drastically decreasing their movement speed and rate of fire. Snare Trap (Places a snare trap at the designated location that becomes infiltrated after 8 seconds. This guide will not offer damage statistics, as the damage of units against different targets varies wildly and would make the guide explode in size.Ĭustom Weapon: Flamer (50 REQ/ 20 EN/20 S)Ĭustom Weapon: Missile Pods (50 REQ/ 50 EN/ 20 S, requires Path to Enlightenment)Ĭustom Weapon: Fusion Blaster (50 REQ/ 50 EN/ 30 S, requires Path to Enlightenment, replaces Default Burst Cannon)Ĭustom Weapon: Plasma Rifle (50 REQ/ 50 EN/ 30 S, requires Fusion Blaster and Mont'Ka Command post OR Kauyon Command Post, replaces Fusion Blaster) Abilities may either be availiable from start (Default), become availiable by researching a technology (Technology), or become availiable by adding a squad leader to the squad (Leader). special weapons or squad leaders.Ībilities: Lists all abilities this unit has. Upgrades: Lists all upgrades that can be purchased in the squad menu, i.e. Limit: How many squads of this units you may build, if applicable. Vehicles and some infantry units have no morale and will never break.īuilt in: The structure in which the unit is built in, as well as any prequisite buildings or technologies Health: Health per individual unit in a squad and total health for a maxed-out squad. Squad Size: Size in which the squad comes upon initial purchase and maximal squad size All costs in Requisition ( REQ) and Energy ( EN), build time in seconds ( S) Role: A rough description of the unit's role(s)Ĭost: Cost and build time for the Initial purchase of the squad, cost and build time for reinforcements (if availiable), infantry/vehicle population cost. This guide will use the follow schematic for unit statistics: Uniquely in Dawn of War, the Tau tech tree splits up into two mutually exclusive paths once they hit Tier 3: Players can choose to either follow the Path of Mont'Ka, which focuses on even more powerful ranged units from the Tau arsenal at the expense of durability in melee, or instead may follow the Path of Kauyon, which rewards the players with durable Kroot units and tougher Tau Units in general, but comes at the cost of mobility and anti-vehicle firepower. A well-positioned Tau army can deliver firepower equalling a wall of death - yet a poorly positioned one may be decimated to the last man. To this end, superior mobility and the frequent and careful repositioning of your forces are the two key disciplines a Tau Commander should know. In addition, there are the Kroot and Vespid units that can stand their ground in melee but require support from the cannons of the Tau to survive encounters with melee specialists.ĭespite of the support from their Kroot allies, the Tau nonetheless stand and fall with their humble Fire Warriors, ranged specialists that can cut down enemies from afar but fall quickly should they be entangled in meele. Generally speaking, the Tau army can be divided into two sub-forces: Firstly, there are the Tau themselves, who are incredibly powerful at range yet fragile and poor in melee. Like no other army, the forces of the Tau Empire rely on a mix of mobility and devastating long-range firepower to reign surpreme over the enemies of the Greater Good.
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