Hi, Ben here! I’ve just finished painting a squad of Breachers for my Tau Empire army. I’ve recently been going through my Tau collection and repainting parts on some of the models, to give them a more intimidating presence by adding more black on the units. My most recent additions to the force have been a new Commander, a Ghostkeel and now this Breacher Team.
I really like the look of the Breacher Team, with their stocky, short range Pulse Blasters, shoulder pads and helmets. They look like a small infantry unit but they can pack a lot of punch at short range, and would be great to use offensively and defensively, ideally inside a Devilfish Transport.
I paint my armour by using a base of Balor Brown. I then wash the recesses of the armour with Nuln Oil and the neaten up any edges with Balor Brown again. I then add an edge highlight of Zamesi Desert and then add a finer highlight on top of that with Screaming Skull. For the cloth parts of the model I use a base of Abaddon Black, highlight with Eshin Grey and then another finer highlight with Dawnstone. For the lenses on the front of the helmets I use a base of Khorne Red, wash with Nuln Oil and then add a layer of Evil Sunz Scarlet to a bottom corner of the lense. Once the Evil Sunz Scarlet has dried I then add a finer highlight of Fire Dragon Bright. In the opposite corner of the lense I add a dot of White Scar to give a great lens effect. On my models I add a bit of object source lighting around the lenses to give them a glowing effect by watering down Khorne Red and lightly painting around where the lenses are. This has worked out the best on the Shas’uis black helmet.
Once the armour and cloth are all done I add the Sept Marks with White Scar and then add little bits of weathering using Leadbelcher which I dab on with pieces of spare foam you can get from your model case. For the bases I dry brush Dawnstone and then a dry brush of Administratum Grey. I then add Dryad Bark around the base to finish the model off.
I think when I use this Breacher Team I’ll use them quite aggressively inside a Devilfish Transport. Because of the Pulse Blaster’s short range they will be pretty useless if they’re on foot and having to run up the battlefield before getting into range. By that point the squad may have already taken a few casualties and their combat effectiveness will have dwindled. I think the key to this unit will be unleashing a full squad at very close range with the help of Markerlights. A full Breacher Team disembarking from a Devilfish and then firing into a Tactical squad with the help of 1 or 2 Pin Point Markerlights will be a deadly combination.
Breacher Team Shas’ui
The Shas’ui and team leaders in my Tau Empire force now have black helmets to signify their rank. The black adds a more sinister aspect to my Tau and also looks quite striking against the yellow armour.
MV36 Guardian Drone
The MV36 Guardian Drone will be with my Breacher Team in every game. I think the 12 points extra to take one is well worth the points. This will give my Tau Breacher Team more durability in battle.
DS8 Support Turret
I’ve equipped the DS8 Support Turret with a Smart Missle System. I don’t think my Breacher Team will use this very often, but I will use this with my Strike teams, as they will have a more static position.
Below you can see the Tau Empire Breacher Team’s wargear and special rules.
Tau Empire Breacher Team – 112 Points
MV36 Guardian Drone (12pts)Supporting Fire
Fire Warrior Shas’ui with Pulse Blaster (19pts)
Field Amplifier Relay, Photon Grenades
9x Fire Warrior with Pulse Blaster (81pts)
9x Field Amplifier Relay, 9x Photon Grenades
|Fire Warrior Shas’ui||Infantry (Character)||2||3||3||3||1||2||2||8||4+|
|MV36 Guardian Drone||Jet Pack Infantry (Drone)||2||2||3||4||1||4||1||7||4+|
|Field Amplifier Relay||5+ invul save in a unit that includes a Guardian Drone|
|Guardian Field||A Guardian Field confers a 5+ invulnerable save to the Guardian Drone and a 6+ invulnerable save to all other models in its unit. A Guardian Field confers a 5+ invulnerable save to other models in the Drone’s unit that have a field amplifier relay.|
|Photon Grenades||Defensive grenades, Wh40k rulebook pg62|
|Pulse Blaster (Long)||10″-15″||4||–||Assault 2|
|Pulse Blaster (Medium)||5″-10″||5||5||Assault 2|
|Pulse Blaster (Short)||up to 5″||6||3||Assault 2|
Supporting Fire: When an enemy unit declares a charge, all friendly models with this special rule in units within 6″ of the charging unit’s target can choose to fire Overwatch as if they were also targets of the charge. Note that a unit can still only fire Overwatch once each phase.
Using the Breachers aggressively will be key. In the first couple of turns I will get my Breachers into position to get the drop on an enemy unit. Hopefully I will have taken a couple of transports out by then with Missle Pods, Fusion Blasters and Railguns. Once a unit is in the open I can then disembark right up to an enemy unit a blow them to pieces with the Breacher’s Pulse Blasters. With the help of Markerlights adding to the Ballistic Skill of the Breachers, they could easily make short work of any power armoured foe. The Pulse Blasters are the perfect weapon against Tactical Squads, Bikers, Jet Bikes, Wraithguard, Necron Immortals, monstrous creatures and even vehicles, thanks to their Pulse Blasters being Strength 6 and AP3 up to 5″ range.
A full squad of 10 Breachers can pump out 20 shots, as their Pulse Blasters are Assault 2 weapons. 20 shots hitting on 4+ can be pretty deadly, but once you start adding Pin Point Marketlights in they will become even more brutal. Add 1 Markerlight and you’ll be hitting on 3+ with 20 shots, add 2 Markerlights and you’ll be hitting on 2+. Statistically with 20 shots hitting on 2+ you should only have around 3 or 4 misses. So that means you’ll have 16 or 17 hits (statistically), then, if you’re rolling to wound a Tactical Squad you will be wounding on 2+ if you’re within 5″, which is range you will want to be in. Out of 16 or 17 hits, statistically you should get around 13 or 14 wounds. The Marines won’t have any armour save thanks to the AP3 Pulse Blaster, and if there’s no cover, your opponent can watch their 200 point Tactical Squad get obliterated by a unit that’s half the point cost.
The Breachers will also work well as a defensive deterrent too. If the enemy is closing in with an assault based army you can bide your time and wait for the perfect time to strike, like a true Tau commander should. If a Tactical Squad is closing in near an objective of yours, wait until they’re close enough and then disembark your Breachers right in front of the objective. If you’re playing with mysterious objectives this could work quite well if you uncover a targeting relay. Use Markerlights to buff your Ballistic Skill and/or ignore cover that they may be behind. Even if a unit is charging the Breacher Team it will be pretty nasty Overwatch. If the enemy is nearly in base to base with you they will have to be Overwatched by the Pulse Blasters Strength 6, AP3 profile, so use this to your advantage. If you think you’re Breacher Team is going to get assaulted in the enemies next turn make sure you get as close to them as possible in your turn. This way when they charge you they will have to be Overwatched by the Pulse Blaster’s most powerful profile. If they back off and then try to assault your Breacher Team, they will be Overwatched at the Pulse Blasters lower strength profile but because they’re further away, it means they will have to make a longer charge distance. It’s a great catch 22 situation.
I’m really looking forward to using this Breacher Team in combination with my other Tau units especially in support of Deep Striking XV8 Battlesuits and my Ghostkeel. Hopefully they’ll perform well on the battlefield and work in conjunction with the rest of my Tau force.
Hopefully this gives you an insight in how I’m going to use this Tau Empire Breacher Team and has also given you ideas of how to use yours. Keep a look out for them in future battles by checking out our Instagram account!