

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.
