Fire Warriors
The Fire Warriors are the de facto staple of the Tau army. While the Codex
requires one squad in the army, I always fight with (at least) three full
squads. I form firing lines along the front line of my Deployment Zone,
two deep and six abreast with the pulse carbine bearers in the front.
In a table quarters-claiming scenario, I form the firing line so it straddles
the border between two table quarters so I can claim one when I need to.
The standard equipment of the Fire Warrior is more than adequate for his job. There are not many options available, mostly because few, if any, are necessary. However, the quandary that faces all commanders is, "What is the optimum ratio of pulse carbines to pulse rifles?" My opinion is no more than 1:4 of carbines to rifles. The purpose of the pulse carbine is to pin an opposing squad in place so that it cannot advance during the next turn and also force it to stay within range. Using this ratio in a 12-strong squad, there are usually enough carbines to guarantee that one enemy is wounded to force a pinning test. Although this does reduce the effective firepower of the squad at long range, I think that the pinning ability is worth the sacrifice. Be warned that it is not always a good idea to fire the carbines; sometimes I want the enemy to run away (especially off-table), so use good judgment before pulling the trigger.
Another option worthy of consideration are photon grenades. Fire Warriors are vulnerable to fast moving assault troops like bikers, assault squads with jump packs, and deep-striking Terminators. These troops will engage Fire Warriors to gain an additional Attack for charging. The photon grenades cancel this bonus, and that can mean the difference between just losing the assault (and regrouping later) and being wiped out or driven off the table. Fire Warriors need to hold their ground and bring their formidable firepower to bear on the opponent. A coordinated, well-timed assault can destroy your firing line. Do what you can to prevent this from happening.

On the subject of holding the line, a Shas'ui is an excellent upgrade. The extra point of Leadership improves the squad's ability to pass Morale checks. I usually have a Shas'ui in each squad armed with a markerlight, as this allows him to aid units with longer-ranged weapons. While on the issue of markerlights, when I am going to take one for a character, then I equip all my characters with them. They only hit half the time, so when my plan depends on them (ie, I use many seeker missiles), I double up, just in case.
Finally, there are EMP grenades. These are not generally worth the points – I only use them when fighting an army with many vehicles like an Imperial Guard Armoured Company or a Dark Angels Deathwing.
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Auxiliaries
The Tau list has two other troop choices. The well known (and loved!) Kroot
and the little known Human Auxiliaries. The greatest advantage of the
humans is that they are cheap! They are an excellent screen for either
a Broadside Team or a squad of Fire Warriors. My favorite trick is to
arm them with EMP grenades in a Kauyon maneouvere. Space Marine players
cannot resist slamming their tanks into my firing line. That is when my
human traitors charge forward and give the Space Marines a big shock (ha!).
Since they are only armed with lasguns and cost next-to-nothing, it is
not a big opportunity cost to have them charge across the battlefield
and assault a vehicle. Upgrading one to a Veteran will help them press
forward. I also equip two of them with pulse rifles and the Veteran with
a markerlight to beef up the firing line. These upgrades also help to
disguise their real purpose.
Kroot
The Kroot are an army unto themselves. I use them to block assault troops,
claim objectives, and defend flanks. They are extremely useful in jungle
fighting with their Field Craft and Infiltration abilities. I usually
avoid taking any Krootox in order to keep their infiltration ability as
an option. I deploy them to thwart whatever evil plan my opponent has
devised in order to charge straight into my line. This is very effective
against Dark Eldar, Tyranids, and Speed Freeks. While the Hammerheads
and Broadsides shoot the transports and "big ones," the Kroot
move to block the hordes and assault the stragglers or other infiltrators. Add
a Shaper in order to get the improved Leadership. Like the Fire Warriors,
the Kroot must hold their ground. If my opponent has
large squads that I must turn back, then I find Kroot Hounds very useful.
With the new Assault rules, releasing the hounds on fleeing enemies is a
great bonus.

Do not be afraid to fill out the Kroot squads. These carnivores allow me to claim and hold table quarters or overwhelm an opponent. They work especially well when an opponent is using a "horde" army (Orks), as the Kroot will increase the chance of outnumbering an opponent by a wide margin.
Next: Fast
Attack Choices.
Previous: Elite Choices.

