Aeronautica Imperialis - Faction Review - Tau Empire

 



UPDATED October 2025

The Tau Empire were the third faction released for Aeronautica Imperialis, and I have always been a fan of this Xenos race. In Warhammer 40,000, they are a force that prefers to keep their army at range, with good manoeuvrability but slightly slower overall. How do the Air Caste compare to their Fire Caste brethren?

Within this article are examples of aircraft with weapon loadouts. Each loadout includes the average damage the aircraft can cause in a single round of firing at each range.

Additionally, I have put together a painting guide for how I painted my Tau aircraft

Faction review links:

My recorded games can be viewed on YouTube or try the video below.


Faction Overview



The main strength of the Tau Empire Air Cadre lies in its exceptional manoeuvrability, combined with solid durability and impressive versatility. Each aircraft type can be armed in a variety of ways, allowing the Tau to adapt to almost any aerial engagement. While Tau planes are slower than their Imperial or Ork counterparts, they can adjust their speed far more efficiently and have access to a wider range of Ace Manoeuvres. Used wisely, this allows Tau pilots to position themselves precisely, bringing the right weapon to bear at the perfect moment.

Tau aircraft also benefit from their distinctive drone turrets, enabling them to fire a weapon in any direction. While these turrets lack raw power, their flexibility provides valuable tactical options, and in a close dogfight, that extra shot can make all the difference.

However, the Tau do suffer from a notable drawback: they lack true bomb weaponry. When engaging ground targets, Tau pilots must rely on strafing runs, exposing themselves to defensive fire. These attacks can be predictable, much like the famous trench run on the Death Star, but the risk can be mitigated by using long-range firepower, particularly from the Tiger Shark AX 1-0 and its formidable paired heavy rail cannons.


How many models are available in the range?

Currently, there are rules for four Tau aircraft and two Tau ground defences. The four aircraft are:

Barracuda
Tiger Shark AX 1 0 2
Tiger Shark AX 1 0
Remora Drones

Both the Barracuda and the Tiger Shark have multiple build options available through their varied weapon loadouts. The Tiger Sharks and Barracudas were both included in the Skies of Fire core set.


Barracuda




The Barracuda is the Tau Empire’s fighter aircraft. It is available with three primary weapon options: Swiftstrike Railguns, Ion Cannons, and Swiftstrike Burst Cannons, and two secondary weapon options. This results in six different weapon loadouts for the fighter.

Personally, I do not favour the Swiftstrike Railgun option. The lack of short-range firepower and the fact that you roll so few dice to hit makes this weapon feel less viable, especially for a fighter. My preferred choice is the Ion Cannon. I like this weapon as it can shoot at all ranges and has the bonus of extra damage. Statistically, it has a slightly lower chance of causing damage than the Swiftstrike Burst Cannon, but it is cheaper. It synergises well with the built-in Missile Pods and the Drone Turrets, keeping its most effective firepower in the medium-range bracket, with every hit causing damage on a four plus. The other viable primary weapon option is the Swiftstrike Burst Cannon. While it does not cause damage as easily as the Ion Cannon, it fires more shots, making it the weapon with the highest probability of inflicting damage.

The secondary weapons are Drone Turrets. These are unique because they can fire in all directions, including down, making it easier to defend against enemy aircraft. The Cyclic Ion Blaster Drone is my preferred turret as it can fire at short-range targets, though it cannot fire at long-range targets. The Long-Barrelled Burst Cannon Drone cannot fire at short-range targets but can engage at long range. Since I expect opponents to get up close, I prefer the short-range defence. These turrets do increase the points cost of each aircraft, but I cannot imagine a scenario where you would not equip them. The Drone Turrets give Tau fighters a significant edge over other races, as most other fighters only have forward-facing weapons.

The main disadvantage of the Barracuda is its slow speed. The Ionic Afterburners upgrade increases the Barracuda’s throttle to three and its maximum speed to seven, improving my speed rating to .

The issue arises as upgrades, turret weapons, and changes to the primary weapon are added: the Barracuda becomes an expensive plane. A fully equipped Barracuda often costs as much as, or more than, a basic Tiger Shark, which can deal more damage and absorb more punishment. However, this fully upgraded fighter is a real menace, thanks to its manoeuvrability and acceleration, especially when combined with excellent handling. In low flight scenarios, the Barracuda is an excellent fighter.



Barracuda Loadout 2 is my preferred option. It may cause slightly less damage at both short and long range, but it is cheaper than Loadout 3. Saving these three points allows me to equip Loadout 2 with Ionic Afterburners for two points, which I consider essential for a Barracuda.

I love the Barracuda. It is a great fighter but can be a glass hammer. Its high speed and good manoeuvrability usually keep it out of harm's way.


Tiger Shark 



The Tiger Shark is the Tau Empire's bomber and their only access to a troop transporting craft. As a result, they will be a necessary craft for many missions. It is a faster and more manoeuvrable aircraft than the equivalent bombers of the Imperial Navy, the Adeptus Astartes, and the Orks. In fact, it could be viewed more as a heavy fighter than a bomber, as it lacks bombs or any other ground attack weapons. It comes available with three primary weapon options (Paired Swiftstrike Railguns, Paired Ion Cannons, Paired Swiftstrike Burst Cannons) and two secondary weapon options. This results in six different weapon loadouts for this bomber.

All the primary weapons on the Tiger Shark are effective, but each has a disadvantage. The Paired Swiftstrike Railgun option lacks firepower at short range. The Paired Swiftstrike Burst Cannons put out a lot of firepower (nine shots at medium range is hard to ignore) but they are an expensive upgrade. The Paired Ion Cannons cause slightly less damage than the Swiftstrike Burst Cannons but are cheaper. Additionally, they are better at short range than the Railguns but less effective at long range.

Like the Barracuda, the Tiger Shark has access to the same drone weapons. Again, I would recommend the Cyclic Ion Burst Drones for when the enemy inevitably gets into close range. Overall, the Tiger Shark is an exceptionally good aircraft. It is no wonder that many Air Cadre are formed around the Tiger Shark, with one escorting Barracuda.


Tiger Shark loadout 2 is my preferred option. It may cause slightly less damage at medium range, but it is six points cheaper than loadout 3. This is a huge saving and allows for the potential purchase of another plane for a bigger force. Realistically, I cannot think of a reason to take the Paired Swiftstrike Burst Cannons on the Tiger Shark. They are just too expensive for no actual benefit.

Tiger Shark loadout 4 is also an interesting option. It is the cheapest Tiger Shark variant and is powerful at medium and long range. I like this option, especially as this aircraft can use its minimum speed of 1 to hang back behind the main Tau line and snipe out enemy aircraft.


Tiger Shark AX 1-0





The Tiger Shark AX 1-0 loses its transport capacity but gains a point of speed, making it faster than a Barracuda without Ionic Afterburners.

These planes also have access to heavier primary weapons than the rest of the Tau Air Cadre. They have a Paired Heavy Rail Cannon [0/2/3 2+ (5+)], which still cannot shoot at close range. This weapon could be valuable in scenarios where ground targets need to be eliminated. The AX 1-0 could circle around at extreme range, sniping ground defences without getting too close to the opponent's defences. However, the Tiger Shark AX 1-0 can be upgraded to carry Heavy Plasma Accelerators [4-2-2 3+ (6+)]. As this plane is fast, it can use these big guns to chase down enemy bombers. When the Tiger Shark AX 1-0 was first introduced in the background of Warhammer 40,000, it was hunting Warhound Titans in the deserts of the first Taros war. This shows that the plane is designed to hunt and destroy tough ground targets.

*As with the previous aircraft, changing the weapons changes the cost of the aircraft, resulting in my rating decreasing to ⭐⭐.


The Tiger Shark AX 1-0 has access to the same drone turret weapons as the Barracuda and the Tiger Sharks. Again, I recommend the Cyclic Ion Blaster Drones (Loadouts 3 and 4) for when the enemy inevitably gets into close range.

My Tiger Sharks AX 1-0 are going to be protected at close range by a couple of Remora Drones, just as real sharks have a little Remora or two swimming around them.


Remora Drone Fighter

Aeronautica Imperialis Tau




The Remora Drone Fighter is a cheap fighter and scout. It has good speed and manoeuvrability, having access to most of the Ace Manoeuvres, but it has only one point of structure, so it will not last long in a dogfight.

This plane has no weapon upgrades but comes with Burst Cannons and two Seeker Missiles, giving it good firepower for a few turns in the game.

The role of this plane is to hang back behind the main Tau force and engage any enemy planes that get behind the Tiger Sharks and Barracudas. Additionally, as the plane is so cheap, it can be used strategically to manipulate the initiative during a turn. The Remora also has Stealth, which protects it from ground to air fire, and Jink, which can help you reposition the fighter during the firing phase. As such, it is easy to move this aircraft into position. Overall, one of these drones is a great investment for any Tau Air Cadre.



KV 126 Skyfire Platform


This ground defence is useful in scenarios with ground targets or landing zones. The Skyfire Platform can then be deployed to defend these areas. However, its low effective altitude of 2 and its Burst Cannon profile [4/10/0 5+], which has no long range, allow opponents to avoid this defence.

It is effective for low-altitude engagements, but the lack of long range reduces its overall usefulness. Placing a few of these defences around a ground target will force opponents to decide whether to risk incoming fire during a bombing run or to fly higher and lose accuracy. To maximize its effectiveness, make sure the Skyfire is set to Medium Range when targeting the opponent.

 
KV 129 Stormfury Platform
 


The Stormfury Platform is the single most effective ground defence in the game. With an effective altitude of 4 and the ability to engage aircraft at long range, it is a constant threat. It is the platform’s weapon profile [1/2/2 2+(6+)] that makes it so effective, especially at medium and long range. This platform should be an automatic inclusion in any Tau Air Cadre list if ground defences are permitted.


Building your own Tau Air Cadre

When I play the Tau, I like to use plenty of Barracudas armed with Ion Cannons and Ion Blaster Drones. I always equip them with Ionic Afterburners. The rest of the force is then made up of Remora Drones. Personally, I am not a big fan of the Tiger Shark. I will take one when I need transport capacity within my force, but otherwise, they do not provide anything extra to the force that the Barracudas provide other than tankiness. If I need to destroy ground targets, I lean heavily on the Tiger Shark AX 1-0 with Railguns.


The Tau Aeronautica has fewer options than the Imperial Navy, which makes it easier to understand the role of each aircraft within the force. I prefer them to the Orks for their superior manoeuvrability and the strategic flexibility offered by their weapon loadouts. Overall, the Tau are a fantastic addition to Aeronautica Imperialis.

Their Air Cadre offers a unique blend of manoeuvrability, versatility, and strategic depth. While they may lack heavy bombers or raw durability, their ability to position the right weapon at the right time, combined with drone support, makes them a highly flexible and rewarding force to play. With careful planning, a well-equipped mix of Barracudas, Tiger Sharks, and Remora Drones can dominate the skies, proving that precision and strategy often outweigh brute strength in Aeronautica Imperialis.

_________________________________________________________________

I hope you enjoyed this review and found it useful. If you have any questions, please drop them in the comments below, I love to hear from you all.

More of my Aeronautica articles can be found here.

If you're enjoying the content, feel free to hit that follow button at the top of the page. It really helps and keeps you updated!

If you’d like to support the site a little more, why not take a look at my Beakie-themed merchandise — featuring everyone’s favourite bird in a range of designs?

Return to my home page.

No matter which aircraft you choose or how you build your force, remember that the skies are a dangerous place. Strategy, positioning, and quick thinking are key to survival. So, gear up, plan your moves carefully, and always watch your six—because in Aeronautica Imperialis, the enemy is never far behind.

Comments

Popular posts from this blog

How I paint - Gloomspite Gitz- Squigs

How I Paint Zombie Flesh

How I Paint - Skaven - Clan Eshin

Like