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There is also the issue that, units that need food to be produced, need food as an upkeep. Vehicles need ore and energy to be made and ore as upkeep, and air units need the same but need energy as upkeep. So you only need food for infantry and buying 40 food per turn won't allow you to make many when you account for their upkeep as well. Each new one you would buy, it would eat into future buys of 40 food, assuming you began at 0 food.
Of course, that assumes you want to use infantry after the mid game. I never do. Almost always i end up having too much ore production, and since monstrous battlesuits are treated like vehicles, meaning they need ore+energy for building and ore for upkeep, i tend to rush Crisis Center and only make ghostkeels and up. Therefore i don't need more food than my pops eat plus my heroes (who don't eat much). It is a shame that due to how T'au economy works, i almost never have enough food to focus on their infantry. If i spam farms, utopia punishes me, and until i have enough towns and cadre fireblades at lvl 6, i can't really boost the food production at a level that would allow for significant infantry. It is more efficient to focus on vehicles.
So i suppose, in a way, the guide is correct, assuming you don't really use infantry much.
In the end being able to field essentially endless amount of infantry without paying upkeep outweights 2:1 conversion rate.
This implies many ideal conditions and it is not a general "your eco will be better for it". It will not be.
For example, you need to have 80 influence per turn, or even 160 (for pop +1), dedicated to this. That is a lot of influence, influence doesn't grow on trees. It needs to be produced, and T'au can't produce it in other ways (like for example the Space Marines or the Orks). That is a huge amount of pops, dedicated just to buying food and/or buying pops.
And most importantly, T'au need a lot of influence for other things. Buying other resources like research and energy is far more important than buying food, they need to buy support systems and other abilities, they need to buy heroes and equip them, they need to build wide so they need to buy more cities. You cannot do all those things if you force yourself to need so much influence to mitigate not having farms.
There is something called an "opportunity cost" in strategy games. Buying this won't allow you to buy that. Dedicating so much influence to mitigate food production is inefficient, period. It can never lead to a better economy per definition. And for what? T'au infantry is bad to mediocre. It is of low mobility and most of it is very squishy without much firepower. So having lots of it with "virtualy zero upkeep" (basically you decide not to pay the upkeep which puts you in the red) will not make you better combat wise. The only T'au infantry units of any value long term are the Crisis and Broadside battlesuits, the other are trash that die way too easily. And since they are not that mobile, they do not have much offensive power especially towards vehicles (Broadside has but it is heavy so it is a glorified Devastator Marines), and they are squishy, having multiple of those will just mean more exp for your opponent to gather.
The ideal T'au economy is the one i described in my first post. You focus on monstrous battlesuits and vehicles, ground and air. You can support the limited amount of infantry you might need through having more farms, buying food occasionally to purchase units is fine, but upkeep should be paid by your regular production mostly, so you can spend your influence in most important things like rushing research and buying energy in order to make more monsters/vehicles and support building upkeep which is more important for T'au.
Having unlimited amounts of Broadsides is not important, by the time you have them, others will have plenty of super heavies and will be level 10 each from all the experience from the broadsides they one-shot....
The reason it feels OP to you is because you play vs AI. All a human needs to do is focus on massive anti-infantry and will ruin your day, badly. Especially stuff like Marauder Bomber or Burna-Bommer, which you can do nothing to counter. And if you have built nothing else, once you lose your initial batch of Broadsides, it is game over for you.
As to why are sisters better, well every single unit they have up to t6 except Battle Sisters, Immolator and Mortifier is severely overstatted, which coupled with strong and easy early eco makes them utterly unstoppable.
Still, even with 10 armor, their 18hp for their 3 models is nothing for late game units to clear. They can make short work of Broadsides. And unlike Terminators who have stuff like Apothecaries and heavy transports to aid them, Broadsides have a squishy transport and a hero healer that will be a nice target with his 0 armor and low hp if he tries to heal them.... If you can have more than 1 of those healers since you will be using all that influence to pay for food....
Even Hammerheads are not worse, just different. Much tankier with research upgrades, better firepower after moving than Broadsides, more mobility. If you want to attack, it is better to use Hammerheads than Broadsides. Even though both will become outclassed in the late game.
Honestly, what i wrote earlier still applies, it is not worth crippling your late game economy potential just to field more Broadsides. T'au bread and butter are their monstrous battlesuits from the Crisis Center, which are tankier, stronger, more mobile, and cost ore instead of food, which is far more plentiful for a typical T'au economy. And they scale far better into the late game with their final monstrous battlesuit being the Stormsurge, one of the best units in the game. Even better is to skip Broadsides altogether, use food only for pops and heroes, and spend the influence on buying ore, energy, research, instead of food and pops.
But even if you somehow mass-produced broadsides while having a decent army for the early fight, as Deimos said, lots of factions can counter that.
Broadside are heavy, so they are bad at attacking. They are multi-model infantry, so they are vulnerable to blast and model loss and so on.
They can stop one turn at best. if you have an important army of drones, the enemy also has an important army that can kill one or two drones to gain access to your troops.
Your stealth are range 2. At some point they have to be exposed.
It doesn't mean stealth entirely suck. Just they are usually too gimmicky.
As a T'au? I don't know, I never need to.
Probably around the second pop building I guess?
FnP.
If you make an Ethereal (you don't but IF), you can stack the FnP. If you make shield drones you can stack FnP and invu
However you can't stack Invulnerability support module and shield drones (since they are min invulnerable both).
Maybe the move one is good too to allow quick repositioning without allowing common infantry to follow you.
I don't know, I haven't been able to use them.
If you spam crisis and stealth? Nah never.
But even if you "double" in number, there are counters (like crisis and stealth are INFANTRY and THREE models. That screams for blast weapons to shoot them)