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Made in us
Longtime Dakkanaut





I'm on a different computer right now so this may not be exactly what my list looks like but the gist of it is there... I know that our paticular qualifier won't have any amazingly meta-gamed armies. I know that there'll be a smurf army led by both marneus and tigurius; an iron warriors army with 2 vindicators/3 oblits and 2 princes, 2 ork armies that are mostly mech/speed freaks, a mish mash dark angels force, and a predominantly thousand sons force. I'm sure they'll be more but that's what I've seen from the "regulars" at my shop.

2500 Point Tau Cadre
HQ
Shas'o- plasma rifle, missile pod, pos relay, hwmt, hwtl, iridium armor, stimms, 2 shield drones, blacksun filter

Shas'el- twin fusion blasters, airburst frag projector, hwmt, hwtl, bonding knife
2 bodyguards- both with twin fusion blasters, plasma rifles, hwmt

ELITE
3 Deathrain Suits- all with twin linked missile pods and flamers

3 Fireknife Suits- team leader target array and 2 shield drones, knife

6 Stealth Suits

TROOPS
12 FCW
Devilfish- multitracker, disruption pod

8 FCW
Devilfish- multitracker, disruption pod

8 FCW

FAST ATTACK
8 Gun Drones

8 Gun Drones

8 Pathfinders- multitracker, disruption pod
Devilfish- multitracker, disruption pod

HEAVY SUPPORT
3 Broadsides- all with multi trackers, plasma rifles. team leader w/ 2 shield drones, hwtl, blacksun filter

Railhead- burst cannons, target lock, multitracker, dpod, flechette discharger, blacksun filter

Railhead- burst cannons, target lock, multitracker, dpod, flechette discharger, blacksun filter

I wanted to go with a mostly mechanized ninja style force, but I'm also working within my model restrictions. I could put kroot in but I was hoping to go with an all tau force. Thoughts?

 
   
Made in ca
Malicious Mutant Scum





Aboard Terminus Est.

You don't have enough troops choices as scoring units. I would suggest another squad or two, and you may want to add those kroot as well. The two gun drone squadrons are liabilities and will get killed really easy. The rest looks good though.

No- it's your turn to die. 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Your KP's are crazy! But otherwise it seems solid enough though i'd drop those drone squadrons and get ahold of some more troop choices.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Why doesnt anyone ever concider fast moving rapid firing Ionheads with gundrones.

Also - The Airburst frag launcher should go with a suicide fusion drop squad (with a target lock) so you can plant an 18" range anti-troop large pie aswell aswell knock on a tanks door with fusion shots.

The Shas'o with the pods & plasma, should really go with the bodyguard with pods & plasma. You can either take the second command & keep him with the suicide fusion squad or simply equip the airburst frag projector to the crisis suit team leader (with a target lock!).

Ummm.. the Stealth-suits should really get a team-leader & bonding knife. Also a networked markerlight drone couldnt go amiss as on a 4+, you get an extra 3 hits! Thats worth another stealth-suit.. so that drone should pay its way (on a 4+.. the utility aswell should make up the remiander).

I am an advocate of EMP grenades. While pathfinders are already a target.. their quite useless against enemy armor directly. Just me really, probably isnt worth it.

Why the gun-drones?

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Guard Heavy Weapon Crewman




I agree that you could probably find better uses for the points then the gundrones, and with the second mission being killpoint oriented it's probably a very good idea to find use for the points elsewhere. That being said if you like gun drone squadrons maybe consider melding the two into a 12 drone squadron? Twelve is the maximum right?

As far as troops go I think you could use a few more but I see what you're going for. I can vouch for the effectiveness of out-flanking kroot and urge you to consider it for this level of gameplay. That isn't to say that this list will not be able to stand up without them just that they would be a boon to your army. The other troop related thing I would suggest is considering switching the 12x firewarriors and the 8x firewarriors. That way in case your last squad can't get into the pathfinder's transport for some reason at least the footslogging squad has the highest survivability possible. I assume that those squads all have bonding knives but if they don't that would be where I'd spend my points next.

Your friendly neighborhood Commissar...

Platoons, because no one is afraid of just ONE lasgun.... 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

I wouldn't take the advice about the airburst going into a suicide squad. With killpoints factoring in so heavily, I also wouldn't take a suicide squad. I'll tell you this though:

Metagame or non metagame...vehicles are what people are doing. You're SERIOUSLY lacking anti-tank. Your suits are middle of the road without any specialty, and your army is comprised of a mish-mash of things that aren't going to fit well together as an "army" on the table. You've got a collection of units, who are going to be doing their own thing, without a larger coordination and "army" sense going on. Does that make sense? Here's my two cents:

1. Anti-tank. Get more. You have 89,745,897,623,987,635 ways to deal with genestealers and foot-slogging orks as a tau player. Your submunition round doesn't scare anyone else. As anti-tank, that single shot is more likely than not to not do anything. Please, please please please....drop a railhead and pick up 3 more broadsides. They're magical, and will be even more-so in this 'Ard Boyz. Honestly, your third heavy support should probably even be 3 more broadsides, or a 3 sniper teams. =p

2. Your boradsides should have smart missiles instead of plasma. If stuff is close enough to plasma, you're in trouble, and if you're dropping plasma on non-vehicles that are closing on you even when there are vehicles needing to be popped, you're wasting broadside shots. Better to use something else to come in screening your broadsides. Save yourself the points. I've played Tau for a good while, and have done incredibly well with them - opportunities to use both weapons just don't really show up. I'd drop the multi-trackers and pick up Adv.SS, it gives you mobility.

3. As previously mentioned, you *do* need more troop choices. In 'Ard Boyz, you *NEED* to stomp your opponents to do well. If you run into the first scenario with 5 objectives, and you only have 3 troop choices to start...your enemy has 2500 points to make sure your 280 points dies. 2500 points vs 280 points. Even if you have units of 6 firewarriors, you've got to have more, and you want them in devilfish, protected.

4. Don't use deathrain or fireknife configurations just because they're popular. Deathrain suits are nice for taking down transports, but you need to evaluate if that's a weakness in your army before you commit to them. Likewise, what purpose do your fireknife suits serve? Honestly, its a terrible combination. One is long range, one is short range...*gags* Try Fusion/Plasma. For some real hurt, make them a bodyguard so that everyone gets wargear; then you can take multi-tracker+targeting arrays. You now have a bonafide MEQ, Terminator, Vehicle killing, mobile unit that can screen stuff and nuke *anything*. Tack in a few shield drones, and you're golden. Whatever you do, make every unit fill a hole in your strategy. Your suits are currently weak and lacking.

5. Small point here, but a stimpack is going to be more effective on another suit than your Shas'o with his Iridium armor. You won't fail your 2+ often enough to justify him having it, and the other half of the time, he won't get his armor save from AP1 and AP2 weapons (or STR8+). Give it to a suit with a 3+; gives you a good chance of getting your points out of it. Stimpack doesn't really make Shas'o with Iridium armor more survivable.

6. Did I mention that you need more troop choices? As is, I can't really think of any army that won't make you lose round 1. 2500 points vs 280 points, and you've pretty much auto-lost unless you can do the same to your opponent *AND* contest the objectives up close and personal....as tau....*laughing*

7. Fast attack count as 2 KP, and you have 4 *very* easy killpoints right there. Please, lose them and get more firewarriors.

8. Speaking of firewarriors....if someone concentrates on a squad of your firewarriors, they're going to take a beating, whether you have 8 or 12 of them. If points are an issue, run with 6 (minimum size possible) and stick them in devilfish...which you should add flechette launchers to.

9. I think your HQs have really ugly weapon configurations. TL fusion blasters....eww. You should have railguns to deal with that. Fusion blasters should be Nob/Terminator/MEQ killing weapons.

10. Wound allocation and you: You need to use it. Every suit in a squad should be equipped a little differently than others if you can for wound allocation, so that you can take a few wounds without losing a model (since they're equipped differently and are different wound groups). Its easy; just drop a blacksun filter onto someone and voila; they're their own wound group.

11. Stealthsuits: Do they belong in your list? Do you have a place for them? What's their purpose? Tau are a finesse army. Everything has to work together like a well-oiled machine for you to succeed; you can't have a bunch of independent units on the board that aren't part of a larger strategic vision.

12. Your Shas'o doesn't need a target lock; he's by himself!

That's my advice for you. My quick and dirt list (not going to try adding points) but here's what I'd do in your shoes:

HQ: Shas'o - airbursting frag launcher+(pick a second weapon), Iridium armor, 2 shield drones. This is your "bait" unit. Drop Shas'o in cover, and he's got a 2+ armor save, two shield drones to drop invul saves on if required, a 4+ cover save, and he's nigh unkillable. I wouldn't take a POS relay; trying ninja tau trickery is going to get you spanked in 'Ard Boyz, and is a bad idea to start with. The whole STRENGTH of Tau is massed firepower, and you're giving it up and presenting your army piecemeal to be eaten if you try the POS relay stuff. Worse, if you come up against IG with fleet commanders in the HQ retinue, they each add +1 to your reserve rolls. There's going to be *LOTS* of IG this year as people dust off their armies with the new codex. You're going to need 4+ to get one unit per turn instead of a 2+. Which still feeds your army one unit at a time to the enemy.

HQ2: Shas'o or el, with the two bodyguards I discussed earlier, with fusion/plasma

Troop 1: 6 FW, Shas'ui / Devilfish+Disruption Pods, Flechette launchers, multi-tracker
Troop 2: Same
Troop 3: Same
Troop 4: Same
If you have more points....troop 5 and 6.

Fast attack 1: 8 Pathfinders, 3 Railrifles (they can all shoot different units and cause 3 separate pinning checks!) + Devilfish

Elite 1: 3 Deathrain suits+2 gun drones (equip them differently...don't use flamers. =p
Elite 2: Either go with Fusion/Plasma, or combine some MEQ killing elements of TL plasma in here.

Heavy 1: 3 Broadsides, previously discussed
Heavy 2: 3 Broadsides, previously discussed
Heavy 3: Snipers or a railhead.

That army list can pretty much kill anything. You've got your shas'o dishing out cover ignoring horde control, your devilfish with huge mobility capable of doing the same with their burst cannons, gun drones, and rapid firing firewarriors if need be, and there's nothing like charging your devilfish into orks and getting them to assault it, while causing 15 wounds on them for doing so. Ork anti-tank consists of assaulting vehicles. Make them pay for it.

The broadsides can take down potentially 4 tanks per turn. If you deal with the armor, they can turn on monstrous creatures, terminators, obliterators....anything expensive. The rest of your army is support for this core idea. The suits in here have devestating firepower...all that AP1 and AP2 means anything you look at dies, and you can use markerlights to ensure hits. 2+ to hit, 2+ to wound, no armor saves? Yes please!

You can make a mobile list instead if you like, but this year vehicles are the way to go, and anti-tank will rule the field.


Automatically Appended Next Post:
*rubs his eyes*

Holy moley that was a long post.

This message was edited 1 time. Last update was at 2009/06/28 06:22:41


   
 
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