Tuesday, February 5, 2013

Tau Art of War: 1. Laying Plans

As a side note to the readers, there are a handful of books that I read and meditate on.  I usually do this when I feel a void and need advice on any facet of my life.  The writings I usually fall back on are The Holy Bible, the Hindu Vedas, various works by Machiavelli or Dostoevski, and Sun Tzu's The Art of War.  The Art of War is a book that I have been reading continuously and repeatedly in the last several of weeks.  It occurred to me after watching a History Channel Special that you can apply each one of Sun Tzu's lessons to Tau Tactica.  So I have decided to make a series of posts reviewing each lesson by Sun Tzu and applying them both on and off the table top.

I. Laying Plans
Sun Tzu says "According as circumstances are favorable, one should modify one's plans"

Probably one of my favorite passages by Sun Tzu.  This means that we as Tau players should be able to modify our battle strategies as the flow of battle channels forward.  I.E. I planned on taking objective A, but I see greater advantage in taking objective B instead.  Or I was going to shoot at the battle wagon but the trukk on the flank is dangerously close to a mob of boyz making an explosion result especially harmful to my enemies morale.  

Sun Tzu says "All warfare is based on deception.  Hence, when able to attack, we must seem unable, when using our forced, we must seem inactive; when we are near, we must make him believe we are far away; when far away, we must make him believe we are near.  Hold out baits to entice the enemy.  Feign disorder, and crush him.  If he is secure at all points, be prepared for him.  If he is superior in strength evade him... If he is taking ease, give him no rest.  Attack him where he is unprepared, appear where you are not expected. These military devices, leading to victory, must not be divulged beforehand.  

With maneuverability, firepower, and Strength that is often overlooked the Tau force is probably one of the best armies to apply these meditations towards.  I.E. both you and your opponent both know that your fire knife will do nothing when firing While facing the fron arc of a Leman Russ.  But with the change to rules all close combat attacks strike rear armor which means an un-upgraded fireknife on the charge will inflict 3 S5 hits towards rear armor when assaulting.  Reserves make an especially great addition to our army with accurate landing we can appear where our opponent least expects us and inflict horendous amounts of damage.  For laying out baits, every good opponent should know that he/she should assault out battesuits when presented an opportunity, but for just 1 point more than the cost of a single guardsmen you can give a battlesuit a TL flamer taking advantage of the wall of flame special rule.  Also, we all know sportsmanship, I.e. an opponent asks what is inside transport #1 we should tell them honestly because we expect the same from him, 40K is turning towards a game of sportsmanship, but we should never let the opponent know that in 2 turns my battlesuits are going to Deepstrike behind your lines and target your rear armor. 

What do you think?
If you  have read Sun Tzu before and have read the first chapter tell me if you noticed something applicable to the Tau that I overlooked.  If you haven't read Sun Tzu there are plenty of copies available for free online.  Do you have any tactics that you think can be applied to these lessons?

Thought for the moment
A 30 Boy Ork Mob Assaults a unit of 5 Pirrahna skimmers all with Flechette Dischargers.  Each Ork technically counts as assaulting every vehicle.  Does the ork player suffer 150 wounds on a 4+?

Monday, January 21, 2013

Gun Drones: Background and Tactica


The imperium may have lobotomized slaves, flying cyber babies, space apes, and skulls full of wiring, but the tau have come up with a more practical and less gruesome way of creating a system of cheap labor and "meat" shields.  Following the rail gun, the drone is one of the staples that make the tau unique.  Of course there are several types of drones ranging from the just as old shield drone, to the heavy gun drone, markerlight drone, and even the remora drone fighter. The gun drones are unique in that they are wargear that can be taken as a hard point, wargear, a vehicle upgrade, or as a seperate unit.

Gun drones as unit upgrades

With changes to toughness and an increase to cover saves, shield drones are seeing less table time.  The Tau community has chosen to increase fire power and save 5 pts per drone.

In addition to defense there is a new tactic to using gun drones.  This involves maxing out gun drones in stealth units forming a wall of 2+ cover saves and 30 strength 5 shots.  Unfortunately this is 300 pts and has an incredibly large foot print making deep striking a nightmare.  Though being able to JSJ makes the unit a threat if enhanced with markerlights.

Gun drone units

There are two ways to get gun drone units
1.  Purchase a gun drone unit
2.  Detach the gun drones from a vehicle and/or vehicle squadron.
  *As a side note it was faq'd that if you detach all the drones from seperate vehicles in the    same squadron at the same time they all form together to make a single unit.

Unfortunately Gun Drones can not count as scoring units so they only have 3 purposes

1. Denying objectives
2. Peppering light armor and infantry
3. Speed bumping

Denying Objectives
In games that grind down to a crunch, drones can tip the balance by simplying sitting around.  If starting on a vehicle, the vehicle can move, the drones can disembark anywhere within 6 inches, the drones can "run" (which I think is hilarious because they don't have legs), then the drones can jump in the assault phase.  Even if the vehicle is immobilized the drones have a minimum expected threat range of 9 inches. If the vehicle is mobile you can move these drones at best 36 inches, but the most common distance that can be covered is 28 inches.

Dropping the squadron via deep strike can land the unit at the last minute.  Because we dont want to land directly on dangerous terrain we can still run and make the assault jump in the same turn with a dependable move of about 10 inches from the drop point.

Peppering a target
Now the reason I call it peppering instead of shooting, is the gun drone isn't the ideal unit for exterminating units or destroying vehicles.  The only time you should do this is if you have markerlight support or you are desperate.  With markerlight support you can reduce pinning check morale to almost nil.  You can enhance a very lacking BS 2 that is twin linked or reduce cover.  Do not do this on fearless hordes as it will have little to no effect.  The ideal target is either a large low armor save unit or an armor 10/11 vehicle.  Imagine the look on your opponents face when he realizes that 50 man horde of guardsman that is being pushed forward is now immobile and firing snap shots.

Speed Bumping
For the non vehicle non flying/jumping units.  Probably my favorite way of making an ork Warboss wimper as his units are pretty much going nowhere for a round.  In the same way that you use the drones mobility to deny an objective you can use them to deny movement.  When you move your drones in the assault phase form a line 1 inch away from your enemy.  Spread out your drones and with medium bases you can form a barricade that is up to 26 inches long with an 8 man gun drone squadron.  Because enemy units can not move through opposing units you have just forced your opponent to shoot at the gun drones and denied a movement phase to your opponent for part of his army.  Couple this with the added benefit of twinlinked for overwatxh and you are in business.

Things to remember
- Markerlights do not boost the BS of a Gun Drone while they are attached to a vehicle.
-If a gun drone squadron is destroyed after being detached from a vehicle they can give the opponent an additional kill point, this means that if Tau player Bob detached his gun drones on turn 1 and in his opponents turn the vehicle and the gundrones are destroyed the opponent now gets 2 victory points
-while attached to a vehicle, gun drones are destroyed if the vehicle is destroyed but do not grant the opponent an additional victory point.

Thought for the day
Interceptor + Aegis Defense Line + Go to Ground.  Means that I can snipe your reserves every turn at full BS but still take advantage of a 2+ cover save.

Friday, November 2, 2012

The Aegis Defense Line: Background and Tactica

With the release of 6th edition we saw an added mechanic that us "House Rules" gamers have been dreaming of.  Fortifications and terrain that does more than provide a cover save.  Whether or not the rumors that GW did this in order to start moving terrain pieces off the store shelves are true, the mechanic has added a new dimension to the game of 40K.

Background
 
Deploying the Defense line
The Aegis Defense Line can be deployed in 28 inches long.  This can be used to spread out a firing line or provide protection on all sides to 1 or 2 units.  Unfortunately with the lastest rulebook FAQ provided by GW, it has been deemed that the sections can not be broken up into smaller sub scetions. 
Extra options
Comms Relay
If you are like me you love to use reserves.  Being able to re-roll your reserves roll helps you to make sure that your units will arrive or be held back depending on what you want.  If you want to almost guarantee that a unit arrives from reserve add this to scrier’s gaze and each unit has a 99.85% chance of arriving.  If you want to hold back your reserves throw in the positional relay with scrier’s gaze and then you’ve got roughly a 67% chance that none of your units will show up each turn, whereas if you fail to those odds only one unit (of your choosing) will show up. 

Now before I talk about the Gun emplacements separately we Tau have an advantage with these buddies thanks to our wargear.  I would like to go over those right now.

Markerlights-  Gun emplacements benefit from markerlight hits so long as the model firing it is Tau.

Target Lock.
Much like the blacksun filter this used to be one of the most useless pieces of wargear that can be taken with a shas’ui.  Now the Shas’ui can use it to have the gun emplacement shoot down fliers while the rest of the unit engages a separate unit of infantry.

The Multi-tracker*
Now the reason I put an asterisk next to this is because this is one of the most debated topics among the Tau boards.  With confusing language and Faq updates, the multi-tracker strategy is theoretical and one I straighten out with my opponent before each game if I plan on using it.  Essentially this allows the model to fire both the gun emplacement and another weapon.  This doesn’t seem like a big deal when you are using a fire warrior. But if you have a Crisis suit with twin linked-missle pods on a quad gun or a broadside on a lascannon this can drive your opponent nuts. 
 The Quad Gun
Being able to re-roll misses while pumping out 4 S7 shots at full BS while targeting both fliers and land crawlers is awesome.  This goes quickly from threatening aircraft to glancing and ocassionally one shoting light transports and providing extra fire supoort against infantry.  Unfortunately Strength 7 can only glance armor 13 while doing nothing to armor 14.
The Las-Cannon
Not being twin-linked makes having a high BS essential for this weapon.  Cheaper than the quad-gun but a definite threat to fliers and armor.  Unfortunately it has only one shot per turn so it very low threat value against armies that are heavy in infantry.

Letting The Allies man the guns
While looking over the Eldar Codex for even more synergy, it came to my attention that there is even greaer potential in these Battle brothers.  Oe thing to remember when handling the Exarchs is that certain powers affect whatever weapon the model is manning

Dark Reapers
The Exarch can choose to apply fast shot or crack shot to the weapon he is choosing to fire, with BS 5 the Exarch can hit on a 2+ choosing to ignore cover saves and re-rolling to wound, or to add an extra shot making a heavy 1 lascannon into heavy 2.  This with the combination of the drak reapers within the squad make for a very deadly round of ranged shooting

Fire Dragons
Put the exarch on a quad gun.  With the synergy of Tank Hunter and Crack Shot you have become the bane of flyers.  The Quad gun now hits on a 2+ re-rolling misses and re-rolling armor penetration rolls in addition to ignoring cover saves, this translates to no more jink saves as they count as cover.  No fliers means no problem target light vehicles and hordes, re-rolling to wound and ignoring cover.  Unfortunately this means that the fire dragons who are taken have little support to the exarch as their weapns have a range of only 12".
Tactica
The Gunline
Bubble wrapping
This tactic involves placing a fire warrior (or kroot) unit around the broadside keeping the broadside from being assaulted, if things get desperate you can go to ground providing your fire warriors with a 2+ save as they are behind the aegis. 
Whack a mole

Essentially you spread the line from end to end and take 6 different fire warrior units behind them.  You then draw fire from the enemy while going to ground with a 2+ save, your other non-threatened units fire back.  Unfortunately your fire warriors have to be clumped together becoming vulnerable to barrage and templates.  I’ve also noticed that if an opponent knows how to move around terrain he can deny LOS to units he is not firing at.

Mech Tau
The Sea Turtle

The Aegis defense line serves only one purpose, to boost the shroud on vehicles if the opponent goes first.  Other than that the added +2 to G2G is essentially worthless as you are turbo-boosting your armor to block LOS to your infantry.

Ninja Tau

This is a relatively new Tactic that went without a name throughout 5th edition.  Essentially what you did was place most of your army into reserves, hold them back and then deepstrike into the most advantageous postions.  For a better explanation of this tactic please go here.  With The Aegis Defense Line what you want to do is take the comms relay and a Tetra Squadron.  Ideally you are setting up your side second.  It is during this time that you set up your defense line out of LOS of your opponent and reveal that most of your army is going into reserve.  You have your Tetra turbo boost and you have your fire warriors go to ground providing both with a 2+ cover save.  You do this until you are ready to call in your reserves, at which time you position your tetra.  The comms relay allows re-rolling the reserves roll.  The tetra allows you to re-roll the scatter dice for your deep strikers.   Voila, your opponent can do nothing to stop the onslaught. 

InspirationFor those of you that hate the idea of using Imperial terrain here are a few pictures of Tau defense lines that I found while scouring the internets. Click here to see an awesome project



Thought for the day

A Farseer can not cast Fortune on a battle brother unit.  Can a farseer cast fortune upon himself while attached to a battle brother unit?  Would the effects carry over if he can?  Do you dream of re-rollable 2+ cover saves?

Tuesday, October 16, 2012

Tau Vehicles Re-review

It's been a while guys, but after all my good tidings and school/work related stuff i'm back, and apparently so are the mechanized Tau.  If you haven't seen it already there has been another faq released by GW you can find it here.  The two main changes here are Target Lock and Disruption Pod.  So in honor of this joyous occasion i'd like to re-review the Disruption Pod, take a look at Forge world Hammerhead Variants, and talk a little about the Mechanized Tau.



Disruption Pod
Shroud at over 12",  To put it simply all vehicles with this upgrade get +2 to their cover save if the enemy is shooting at over 12".  (For those of you that already know that i'm a fan of the Tetra which already comes with this upgrade, you know that i'm ecstatic.  This isn't to mention that my squadrons can split fire with the Target Lock).  What does this mean, well it means that our vehicles have almost twice the survivability that they did before.  It means that the Hammerhead is contending with the Broadside for a Heavy Support slot, and that taking Pathfinders isn't completely worthless anymore. 

Hammer Head Variants

If you are not completely hell-bent on only taking a Railgun on your hammerhead, Forgeworld has provided plenty of cool options that you can use.  These can be found on the Forgeworld website under the Tau update. 

Long-Barrelled Burst Cannons
At 15 points your turret can pump out 6 TL S 6 AP 4 shots, serves the same function as the submunition round, with the advantage of being able to threaten somoe fliers.

Missle  Pods

At 15 points, It's just like the missle pod mounted on a battle suit,  with the addition of  being twin-linked with the blast templaem te thrown into each shot.  Might as well take something else as this weapon does little more than look cool.

Fusion Cannon
Being the most expensive FW world option, at 30 points it's only second in points to the Railgun.  24" melta and blast, this fusion blaster is a risk as it threatens to make the disruption Pod upgrade useless as you need to be within bolter range to use it.  Though with the increase of Armor we're going to see, it makes it's mark with being able to threaten, terminators, MCs, Obliterators, and almost anything with a 2+ save.

Plasma Cannon
If you're going to take the Ion Cannon you might as well swap it out for this bad boy, at 48 inches, it falls behind the ion cannon by 12" but at the same points cost it offers an extra shotand also make all its shots twin linked,  This is by far my favorite MC hunter as well as my favorite FMC and Flyer Hunter.  It makes Space marines beg for cover saves and provides an attack on light transports. 

Mechanized Tau
For all of you Mech fans out there (Tau who use tons of transports), you're in luck.  With the Pulse Rifle having it's threat range increased tossed in with the extra survivability provided by the Disruption Pod, Tau have a chance at capturing objectives again.  I can't cover what hasn't already been covered by dozens of other people. But with TLOS you might want to take advantage of the taller flying base provided in the Devilfish Sprue as you won't block LOS of your disembarked Fire Warriors.

Thought For the Day
The Advanced Stabilization System is available to a Tau Commander, So why would a relentless suit want to take this upgrade?  Well Slow and Purposeful has now become transitive, meaning if one guy has it in a squad everyone has it.  So give an 'El this upgrade and attach him to a unit and you can have mobile Tau/Eldar pathfinders, mobile Eldar Dark Reapers, or mobile Space Marine Devastators.  Happy Hunting.

Thursday, August 23, 2012

Anghkor Prok, Master Shaper: Background and Tactica

If you attended Gamesday 2001 in the United Kingdom, you would have received this guy just for attending.  At the time he was nothing more than just a cool looking Shaper model.  Going through the rumor mill, I see a whole lot of wishlisting for a Kroot character.  Though the tournament legality of Anghkor Prok can be debated, he is one of the greatest additions that you can include in a Kroot friendly Tau army.  You can find rules for Anghkor Prok here.




Background & Fluff
There has only  been one release of this guy's rules found in Chapter Approved around a decade ago.  As far as fluff goes he has one of the coolest back stories of any of the playable characters.  Getting his name by stubbornly standing up to a bigger Kroot in a society that is riddled with "Might is Right", he let countless attacks against the Orks and eventually swore the allegiance of the Kroot to the Tau.

Tactica
Cheap Boost
At 75 points, The Master Shaper is the second cheapest Independent Character available to the Tau Empire.  He has Ld 10 boosting the leadership value of any unit he joins.

Inspiring But Not Fighting
With the new rules allowing champions to declare challenges the Master Shaper has taken a significant hit.  There is no shame in denying a challenge with this guy as he just gets moved to the back.  Anghkor's strength doesn't lie in his stat line but the fact that he allows all kroot units within 6 inches of him to re-roll failed to-hits in close combat.  Although he has a half-decent stat line, losing him costs a lot more than just losing a Nob or a Shas'ui.  By losing the Master Shaper you drop the fighting capability of the unit and all surrounding Kroot units.

Friendly Games
Remember this unit is Kroot so if your opponent is friendly enough you may even be able to use him in Kroot Mercenaries lists.

At 19:23 in Texas on Aug 24, 2007, my first child entered the world.  Happy 5th Birthday to Daddy's little Knarloc.

Tuesday, August 21, 2012

The Orginal Tau Ally: A look at the Kroot.

Sidenote
Today marks the third day of my favorite month August 19th to September 19th (which would technically make it 32 days). August 19th is my anniversary to my lovely and supportive wife, August 24th is my son's birthday, somewhere between my son's birthday and Septmeber 5th (my birthday) is the Nova Open which takes place just a few miles from my house every year, and it all ends with my daugther's birthday on Septemeber 19th.  Which would make both my kids Virgos like their daddy.  I figured that to stay in the spirit of my favorite time of year i'll write about my all time favorite unit, the Kroot.





The kroot stole my heart and sealed my loyalty as a Tau player during my introduction to the game (against Space Marines) around a decade ago.   Without me knowing, my opponent took an extra 500 points (apparently, me never playing the game before wasn't enough of an advantage).  The game was a victory for my army.  To put this in perspective, other than my Commander I had no battle suits, that means, no extra crises suits, no broadsides, and no stealth suits. Although my Fire Warriors destroyed a Land Raider with their EMP Grenades.  My Kroot blew up a rhino with the Kroot Gun, picked apart a taxtical squad with rapid fire, then wiped out the remnants of an assault squad.  So I hope you understand why i'm not jumping right onto the "Forget Kroot" band wagon.

Background
Kroot Carnivores made their debut 3 years before the original Tau codex.  This appearance was nothing more than a footnote on a page titled "Other Dangerous Aliens" in the 1998 release of the Third edition Rulebook.
Notice how this crude sketch vaguely resembles the modern Kroot Carnivore.  Fortunately, 3 years following the release of this picture, the Kroot would be one of two aliens pictured here to receive a stat line (The necron warrior which was ironically labeled as "unknown" was the only alien here not making it's first appearance, it had recieved stats in White Dwarf publications towards the end of second edition, but would not be featured in a codex until 2002).  Following the release of Codex: Tau, White Dwarf released an all Kroot codex and a system that would foreshadow allies, that allowed Kroot to be fielded alongside other armies.  With the release of Imperial Armour III in 2005, the Kroot saw added variety in both rules and sculpts with four separate units.  These units all featured varying sizes of Knarlocs.  With the release of the 4th edition codex: Tau Empire, the Kroot saw a change from occupying Troops, Fast Attack, and Heavy Support Slots, to strictly Troops choices.  We also saw the disappearance of 2 rules specific to the Kroot ("Eaters of the Dead", and "Release the Hounds").  For the stat line changes the Krootox was changed from 50 to 35 points but lost it's 3(5) tougness and kroot hounds went from initiative 4 to initiative 5.  Within Fluff Kroot hold Change as an ideal higher than the convenience of "The Greater Good".  The Kroot also show an adaptability to their surroundings that is second only to the Tyranids. As a whole the Kroot fight as Mercenaries hoping to expose themselves to a wider variety of species in the hopes of assimilating a greater deal of advantageous traits into their gene pool.

Tactica
Better Than the Alternative
With the introduction of Allies i've heard it argued that  kroot have lost their role as screens for other Tau units with the availability of Imperial Guardsmen and Orks.  Just take into consideration that if you take meat-shield armies you lose the option of taking a Battle Brother.  With a better ballistic skill than the Ork the Kroot has a better chance at hitting at range and provides strength 4 in place of the lasgun's strength 3.  Not to mention when you fully kit out the Kroot you can have a squad that is 35 models deep. 

Outside the Gun Line
Unlike the Troops from most other armies, the Kroot can infiltrate or outflank (without krootox), this can allow the kroot to contest objectives early on in the game, or even set up inside of a forest.  If you need to disrupt a firing line the kroot can also outflank.  With the inclusion of the new rules independent Characters will inherit these rules if you declare that you are going to start the game attached to the kroot. 

Can't get paid if the boss is dead
One of the main functions of the Kroot is to counter-attack troops that are tying up your FireWarriors, suits, broadsides, etc.  Being  armed with two close comabt weapons at WS 4 and S4 means that you will be tearing down all but the most elite of close combat units.  Don't forget that if you add at least one kroot hound you have the option of making a sweeping advance at initiative 5 as long as you have at least one kroot hound. 

It's like a Missle Pod
With the changed rules to rapid fire, the krootox can now move and shoot 1 S7 shot at 48 inches  ot two shots at 24 inches.  This makes the kroot capaple of threatening light to medium vehicles if you want.   And have 3 S6 attacks each the krootox are capable of threatening tyranid MC's in close combat. 

Power weapons are pointless
Use your lack of armor as an advantage.  Charge units with power fists and power weapons, they really don't get much of an advantage against your kroot, as opposed to a unit of battlesuits. 
Things to avoid
Fried Chicken
Having a toughness of 3 a max armor save of 6+ and relying on cover make the kroot especially vulnerable to the flamer, which we are bound to see plenty more of with 6th edition changers to flamers.

Out in the open in the middle of the day
Hug Cover, with rapid fire weapons receiving a boost, if you leave your kroot out in the open they are as good as dead.  At the end of combat consolidate towards cover and spread out to avoid blasts. 

Thought for the Day
Ethereal Outflanks with Kroot and Issues a challenge in close combat.

On August 19th not too many years ago, she had no idea she was marrying Warhammer too.  She's been amazing!!!  Two kids, two degrees, and three jobs later she is still just  as amazing. 

Saturday, August 18, 2012

The Ethereal Bomb

With the changes to preferred enemy, there has been buzz for almost 2 months about voluntarily killing an Ethereal, otherwise known as  "Ethereal Bombing".  But do the perks of PE really outweigh both the 50 points and the chance that our units will run off the board?  With a friend pointing out that as much as I love Math Hammer I rarely ever post anything on my blog that looks anything like my notebook, so I figured I would let you into the madness known as my view of Math Hammer.



Background
I'd just like to start out by stating that Ethereal Bombing is not supported by fluff.  The Tau hold the worth of a single Ethereal to be worth countless other members of the Empire.  This is supported by the storyline surrounding the PS2 game Fire Warrior, and fluff in the new Dark Eldar Codex that show that the Tau didn;t really think twice about sacrificing 777 members of the four mainstream castes, but when asked to surrender 77 Ethereals they were ready to go to war.  But who honestly likes the Ethereal caste as a Tau player. Watch how they prance around in Dawn of War like they are channeling some kind of psychic power, despite the fact that they have no registry in the warp.  Read how they refuse to wear any kind of practical armor in the codex.  Read how they keep secrets from the other castes and how they instruct Earth Caste members to sterilize and build mind controlling devices to deal with other races.  Not to mention Farsight reached awesome status when he said bye-bye to Ethereal rule.  I personally play my Tau to have attitudes towards Ethereals like catachan have towards commisars.  They don't openly hate them, but you rarely see them on the table because they always seem to come across unfortunate accidents.  What better way to represent this on the table than a lone Ethereal running by himself several inches in front of the enemy.  "The Price of Failure", is not a new mechanic to the Tau who have always had to perform a break test if an Ethereal died.   To put it simply, every Tau unit (this doesn't include Kroot, vehicles, drones, Vespid, or any allies) that is on the table must take a break test before the Tau movement phase.  All units that take this test receive PE.  PE used to mean that your unit would automatically hit on a 3+ in close combat back in 4th edition.  This changed to" re-roll all failed to hits in close combat" during 5th edition.  Now in 6th edition this has changed so that if at least one model in a unit has PE the whole unit re-rolls any rolls of 1 for any to hits and any to wounds against the specified enemy.   But what does this really mean for us Tau?

Mathhammer
One thing to understand is that this game has a number of variables that make it all but impossible to explain every scenario within a blog post of reasonable length, so for the sake of sanity i'll be going over some of the most common scenarios.  Preferred enemy affects only to hits and to wounds so i'll be showing how those two stats have changed.
A quick guide to Math Hammer
If you already know how Math Hammer works please skip to the next section
The effectiveness of a Kroot firing back  and forth at a Space Marine at 24 inches in open terrain verses cover.
-The Space Marine(15 pts) firing at the Kroot(7 pts)
needs 3+ to hit, 3+ to wound, allows no save, with 15 points invested into firing at a 7 point target, this translates to:
(2/3) * (2/3) * (1/1) * (7/15)  = 28/135 = .2074074074...

The Kroot (7pts)  firing at the Space Marine(15pts)
needs 4+ to hit, 4+ to wounds, needs a 2- for the save, and invests 7 points against the Space Marines 15, this translates to:
(1/2) * (1/2) * (1/3) * (15/7) = 5/28 = .17857142857142...

Notice how the Kroot are marginally weaker than the Space Marine when they are firing at each other in the open
 Now let's use the same scenario but place both of them in the average 5+ cover
The space Marine goes first 
needs  a 3+ to hit, 3+ to wound, 4- to avoid the cover save, and targets a 7 point model with 15 points invested:
(2/3) * (2/3) * (2/3) * (7/15) = 56/405 = .1382716...

and the kroot, note how nothing changes from the Kroots last example as the Space Marines 3+ Armor trumps the 5+ cover save:
4+ to hit, 4+ to wound, 2- to avoid the save, targeting a 15 point model with 7 points invested.

(1/2) * (1/2) * (1/3) * (15/7) = 5/28 = .17857142857142...

This shows that the Space marines have a return of about 14% per point invested while firing at a Kroot in 5+ cover while the kroot have a return of roughly 18% per point invested when firing at a squad of Space Marines, this is assuming that averages will eventually balance out.  

Against targets with Toughness 4
The reason I show Toughness 4 is that it's the most common toughness seen on the table followed by toughnesses 3 and 5, then followed by toughness 6, then 8.

For our examples i'll use an unbuffed fire warrior both shooting and in the assault.  For shooting i'll show how Preferred Enemy and Markerlights will not effect the overall change in effectiveness between a Fire Warrior with PE and without.

While shooting at T4 the Fire Warrior without PE needs 4+ to hit, and 3+ to wound, this translates to
(1/2) * (2/3) = 1/3 = .3333...

The Fire Warrior with PE needs 4+ to hit, re-rolling 1's, and 3+ to wound rerolling 1's, this translates to
{(1/2) + [(1/6)*(1/2)]} * {(2/3) + [(1/6)*(2/3)]} = (7/12) * (7/9) = 49/108 = .45307307...

to figure the % increase in effectiveness we subtract the unbuffed Tau effectiveness from the firewarrior with PE, then we take the result and divide it by the effectiveness of unbuffed fire warrior

[(49/108) - (1/3)]/(1/3) = (13/108)/(1/3) = .361111... = 36.11%

What does this mean?  Tau Fire Warriors with PE will be killing at least 4 space marines for every 3 that Fire Warriors without PE kill.

If you compare markerlight hits with these fire warriors you'll see a PE FW with a markerlight to boost his BS by one when compared to an unbuffed Fire Warrior with +1 BS is still 36.11% effective, the same goes for fighting with 2 markerlights, against toughness 3,5, and 6, and against the same toughness values in an assault.  It seems Fire Warriors with PE have and increased killing effectiveness of 36.11% when firing at anything toughness 8 or below, and assaulting anything with toughness 6 or less in an assault.  So how much more effective are they when firing at vehicles?

Knowing that Fire Warriors don't have a chance to roll to wounds against vehicles all we get to compare is the to hit.
4+ to hit  = 1/2 = 50%
4+ re-rolling 1's  = 7/12 = 58.333%
(1/12)/(1/2) = 1/6 = 16.67% increase in effectiveness when firing at vehicles

The same can be said for Assaulting armor with EMP grenades. 

 Now that we know we know the increased effectiveness of fire warriors what about suits with twin-linked weapons?
Using out logic we know that a twin-linked weapon will always take precedence to hit as, all failed to hits are re-rolled not just 1's.  This means we Just compare the to wound rolls lets just assume we wound on a 2+
5/6 without PE
35/36 with PE

(5/36)/(5/6) = 1/6 = 16.67%

As we know toughness does not affect the effectiveness of our PE so this will be the increase of effectiveness of a twin-linked weapon, assuming we are firing at something we can wound.  We also see that PE has no effect on twin-linked weapons when firing at vehicles.

meaning that if we supposedly had an all fire warrior list (I know it's impossible), at 750 points.  We trade 5 fire warriors for an Ethereal dropping the overall killing potential of the army by 6.67%.  We must also consider the chance that our fire warriors run away instead of being able to use PE.  The Fire Warriors have a 27.77% chance of running away at leadership 8.  Armies that use firing lines in the deployment zone will have a pretty good chance that they run off the board.  these means that at a drop of 6.67% and adding it to the chance of running away 37.77%. We get an overall drop of effectiveness of 34.44% vs. the increase of effectiveness vs. infantry at 36.11% and 16.66% versus vehicles.  Though this is an extreme example you also need to take into consideration this How close to the table edge do you keep your broadsides and remember the broadsides will receive a 0% boost against armor, a 16.67% increase against anything with a toughness value, but have a 27.77% chance of running away.  So if you use twin-linked weapons you'll receive a 16.67% boost when firing at something with a toughness value (unless you use Twin-linked, flamers in which case you get a 0% boost) or Assaulting a vehicle, no bonuses when firing at a vehicle, and a 36.11% boost in an assault. Take into consideration anything with Ld 10 only has a 1/12 chance of fleeing.
Bomb one hide the other
One strategy I took into consideration while thinking about suicidal Ethereals is killing one and having another Ethereal on the table allowing all units that have to take a test the chance to re-roll failed leadership tests, meaning after the Ethereal dies, your units go from having a 27.77% chance of running to having less than an 8% chance of running.  Meaning that if you are running a 2000 point army with nothing but suit without twinlinked, blast or template weapons, and fire warriors, you are maximizing your your effectiveness boost granted by PE.

Breaking "Price of Failure"
When we think about this rule we really need to ask the question, what is a Tau unit.  Is it simply a squad that is normally Tau?  Do Sniper Drone Spotters test?  If not then Commanders with drone controllers don't have to test.  Does an Eldar Pathfinder squad with a Tau character attached to it count as a Tau unit?  If not then the character doesn't have to roll a leadership test when the Ethereal dies?  How about vice-versa?  If a Firewarrior squad is joined by a non Tau character I.E. Anghkor Prok, or a Farseer still count as a Tau unit.  If so take a close look at the rules for independent characters.  If an effect takes place while an independent character is part of a unit the effect carries over when the independent character leaves meaning that character still has PE after it leaves the unit and the unit still has PE as well.  PE is also transferable meaning that if a character with PE joins a unit that unit also gains PE.  The Farseer leaves the Fire Warriors and joins a kroot squad granting the kroot PE.
So before you start a battle with the Ethereal Bomb Tactic ask these questions to keep from fighting with your opponent later
1.  What is a Tau Unit
2.  Do Tau Characters make other units count as Tau units when joined
3.  Do Tau still count as Tau if joined by a character of another race?

Since I have figured out the benefits of PE while using Price of Failure, I really don't want to give up my twin-linked flamers, broadsides, allies, reserves, vehicles, or non Tau units in the codex, but I wouldn't mind  a battle here or there where I just confuse my enemy with a Suicidal charging Ethereal while I transfer PE from unit to unit with my Farseer.

What do you think?
Let me know, personally I find the  advantages to be almost nil for what you have to give up.