Switch Theme:

1500 point Tau army list, looking for C&C  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Water-Caste Negotiator






Scarborough Ontario Canada

Hello everyone. I've been meaning to post a list up for a little while now and am finally writing it up.

I spent the majority of my time as a Tau player running a zero Railgun list with first TL Flamer/ Fusion Blaster suits as anti-tank (along with Pathfinders for added reliability), this morphed into a 5 strong Piranha squadron with some target locks/Disruption pods and each with a Fusion blaster and Flachette discharger. The list has finally turned to Broadsides as It hit me one day that my Piranhas were each more expensive than a Broadside and had only minor benefits over Broadsides in terms or Anti Tank (which were more than compensated for by range etc...).

The rest of my lists have morphed as well over time. The only real constant in my lists is that they always included Pathfinders when I had finished. (as far as I can remember of course )

My list's history finished. The list is as follows.

HQ

Shas El:
Plasma Rifle, Missile Pod, Multi Tracker, Airbursting Fragmentation Projector, Drone Controller with 2 Gun Drones, Bonding Knife
132

Elites

2 Crisis Suits:
1 with Team leader, Plasma Rifle, Missile Pod, Multi Tracker, Drone Controller with 2 Gun Drones, Failsafe detonator
1 with Plasma Rifle, Missile Pod, Multi Tracker
164

Troops

10 Kroot
70

11 Fire Warriors:
10 regular Fire Warriors
1 Shas ui
120

10 Fire Warriors:
9 regular Fire Warriors
1 Shas ui
110

Fast Attack

8 Pathfinders with Devilfish
7 regular Pathfinders
1 Shas ui
1 Devilfish with Multi Tracker and Disruption Pod
201

8 Pathfinders with Devilfish
7 regular Pathfinders
1 Shas ui
1 Devilfish with Multi Tracker and Disruption Pod
201

Heavy Support

3 Broadside Battlesuits:
2 Suits with Target Lock
1 Suit with Team leader and Drone Controller with 2 Shield Drones
250

3 Broadside Battlesuits:
2 Suits with Target Lock
1 Suit with Team leader and Drone Controller with 2 Shield Drones
250

Total 1498


The basic things that should be known about this list.

The Shas el and Crisis suits go together, the Bonding knife is not necessary and by taking it out I could add a Kroot hound. I am thinking of this and the Knife is there just in case. (it also helps some with using the failsafe detonator as they are most likely to be falling back under half due to the combat leading to it's usage) Any opinions on this would be appreciated. The drones are Gun Drones and not Shield Drones because of cost. The Difference is not too major though and it does add some firepower.

The Crisis team has a Team Leader with the Failsafe Detonator and second group of two Drones. These Drones would be the first to go in most situations to minimize losses due to the Failsafe Detonator. The Detonator itself is their to allow the Squad to absorb assaults from enemy units, protecting things like Fire Warriors from fast moving enemy units among other things.

The Squad as a whole plays fire support, usually shooting at light armour as the Railguns attempt to deal with other targets. After they finish this they move on to either plinking away at infantry or moving up to add plasma and the AFP. Unless ample cover is provided, the Squad should generally stay behind the 2 Devilfishes for cover, spread far out to minimize blast hits.
The squad may also Deep Strike although this is to be avoided in most circumstances.


The Kroot squad is a backfield objective holder, there to allow the Fire Warrior teams to charge into the enemy lines without having to worry about coming back for turn 5. They also act as bubble wrap for Broadsides and Pathfinders (Snikrot is a big factor here) although it is unlikely they will be able to protect all the units in my backfield. Their other major use is to push back the enemy's deployment in Dawn of War.


The Fire Warrior teams use the Pathfinder's Devilfish. The Devilfish act as mobile cover for the Crisis suits, and act as transportation for Fish of Furies with the Fire Warriors. The Fire Warriors have Shas ui upgrades for the leadership boost which is significant for Tau. Going to Leadership 8 from leadership 7 gives 14% increased chance of passing a leadership check. (with no modifiers) Generally the teams will stay back in the Devilfish (which they usually enter turn 1) until the Broadsides and Crisis Suits have softened up the enemy. Optionally the Fire Warriors can contribute to this, firing at range until it is time to mount up and go on the offensive.


The Pathfinders are a major part of the backbone of this army. Not an auto lose to killed, but they are a significant factor when facing many armies. The Pathfinders will usually Markerlight a hard enemy vehicle that needs to be damaged. The first team of Broadsides then fires into this target while splitting fire onto one or more likely two other targets. The team will then usually use two Markerlight hits to increase their BS to 5 for a 35/36 chance to hit, this increase works even on the Broadsides that fire on other targets. (as far as I can garner from the rules) The second team then usually fires on the same target and splits fire onto undamaged targets leaving the second team of Pathfinders to lend markers to the Crisis team's shooting. Optionally, (when cover is an issue) both teams of Pathfinders can be used, one for each squad of Broadsides, usually decreasing cover saves by 3 and increasing BS by 1.


An interesting point on the use of Markerlights is that when cover is an issue and you don't have enough markers to completely remove cover and max BS, try to keep odds of a favorable result on your to hit roll and your opponents cover save equal for maximum benefit. Example marines with 4+ cover versus a BS 3 Fusion Blaster and 2 Markerlight hits. Increase BS by 1 and decrease their cover save by 1. Also it is better to both remove cover and boost BS on one squad than boost BS or remove cover on two.


Broadsides stay in cover and spread out in a line in most cases to minimize blast damage. Shoot as detailed in the Pathfinder entry above. I know that Dawn of war costs me a turn of shooting and I suffer from a lack of mobility with this setup but it seems to maximize killing potential.


If you see any ways to save some points for the 3 Fire Warriors I have taken out please point it out!
Any criticism is again welcome. If you think you have a list that will beat mine post a link or put it up! Sorry about the wall of text and thanks for reading.
   
Made in us
Bounding Assault Marine





Valdosta

Best advice for Tau right now?

*Snicker* Put your stuff back in the box, and play another army till you get a new codex.

Gwar: "Of course 99.999% of players don't even realise this, and even I am not THAT much of an ass to call on it (unless the guy was a total dick or a Scientologist, but that's just me)"

 
   
Made in ca
Water-Caste Negotiator






Scarborough Ontario Canada

I'm a bit of a die hard when it comes to Tau, not to mention it is my only army of a respectable size. Also I think Tau is still competitive, they may need a new codex but they can still win.
   
Made in us
Fixture of Dakka





Los Angeles

H3ct0r wrote:Shas El: plasma Rifle, Missile Pod, Multi Tracker, Airbursting Fragmentation Projector, Drone Controller with 2 Gun Drones, Bonding Knife
The two GDs make the majority Toughness 3. Switch to SDs.

H3ct0r wrote:2 Crisis Suits: 1 with Team leader, Plasma Rifle, Missile Pod, Multi Tracker, Drone Controller with 2 Gun Drones, Failsafe detonator
1 with Plasma Rifle, Missile Pod, Multi Tracker
I'd add a BK; it's worth having it to save one suit.

H3ct0r wrote:7 regular Pathfinders, 1 Shas ui
Why have an ui if you're not going to Bond them?

H3ct0r wrote:1 Devilfish with Multi Tracker and Disruption Pod
Why spend points on a MT? So the GDs can fire? Not worth it, IMHO. It'd be better spent for a BK I mentioned earlier.

H3ct0r wrote:3 Broadside Battlesuits: 2 Suits with Target Lock 1 Suit with Team leader and Drone Controller with 2 Shield Drones
May as well add a BK; it could save two suits.


H3ct0r wrote:The Shas el and Crisis suits go together, the Bonding knife is not necessary and by taking it out I could add a Kroot hound. I am thinking of this and the Knife is there just in case. (it also helps some with using the failsafe detonator as they are most likely to be falling back under half due to the combat leading to it's usage) Any opinions on this would be appreciated. The drones are Gun Drones and not Shield Drones because of cost. The Difference is not too major though and it does add some firepower.
The Majority Toughness is major, IMHO, even with the two units joined. "Added fire power" does not apply to 2 GDs, especially with their crappy BS, and one shot each.

H3ct0r wrote:The Crisis team has a Team Leader with the Failsafe Detonator and second group of two Drones. These Drones would be the first to go in most situations to minimize losses due to the Failsafe Detonator. The Detonator itself is their to allow the Squad to absorb assaults from enemy units, protecting things like Fire Warriors from fast moving enemy units among other things.
Having a crisis team to "absorb assaults" is the wrong philosophical approach. Kroot should do that.

Overall, if you let go of GDs and Bond up more, I think you'll find your army hardier. The components are there, but your wargear selection is off, IMHO.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Devestating Grey Knight Dreadknight






The biggest thing that jumps out at me that can make this list better with a minimal amount of points is to break up the 2x3 broadside squads into 3x2 squads with team leader/target lock/ASS. You could maybe drop the small kroot squad for the points. I think at 1500 you would be okay with the two FW squads for troops.

DQ:70+S++G+M-B+I+Pw40k93+ID++A+/eWD156R++T(T)DM++


 
   
Made in ca
Water-Caste Negotiator






Scarborough Ontario Canada

Thanks for your responses so far, you have given me some things to think about.

Just to respond to a few things.

@Brothererekose:
The El and the Suits should go together which means there are 4 T3 and 4 T4 models giving a majority of T4.

The El has a bonding knife and I was under the impression that it's effects are passed on to the unit it joins, after reviewing the codex I am not so sure. The exact wording is,
"This is a ceremonial knife, not intended for combat, carried by the leaders of Fire Cast Warrior Teams who have performed the Ta'lissera ritual and bonded as a group. So long as the bearer is alive, the bonded team may regroup even if below half strength. Battlesuit wearers need not actually carry the knife but can have a knife design painted onto their armour." If anyone could help in clearing this up for me It would be much appreciated.

I am thinking about adding bonding knives, although the main issue is the points and the small returns and few circumstances they should come into play. Eg... a Pathfinder team only gains use when they fall back (and not off the table) at 3 models or less. The Ui also needs to be alive and no enemy models within 6" but this is unlikely to be an issue.

The Pathfinder teams have an Ui for the Leadership, same as the Fire Ware Warrior teams.

The MT is there because I intend to have the Devilfish moving over 6" much of the time and with the Gun Drones detached this gives me the same amount of firepower as being stationary. The MT gives more in terms of firepower than a Fire Warrior rapid firing at BS 5 and I am likely to make use of it more often. I may drop it but I am more likely to drop more Fire Warriors first.

I am seriously thinking about adding a BK to the Broadsides.

About the "absorbing assaults" comment I made. This is not their intended role but for 20 points (Bonding Knife (if it works as intended) and Failsafe Detonator) I have a mobile Fire Support unit that can take a charge from something like a Demon Prince or say an Assault Marine squad and reliably live to tell the tale. This opens up the option to shield Fire Warriors with this squad and some Devilfish to make use of each squads rapid fire with a much smaller risk from enemy assaults. As the squads should be operating together anyway (to give the Suits cover) and not much additional positioning is needed, (the suits cover the backs of the Fire Warriors from Devilfish to Devilfish retaining their cover) it seems like a good use of 20 points.

@augustus5
I really like the idea of adding ASSs to my Broadside teams, splitting the squads would also reduce the cost of keeping the ability to split fire as a whole and allow full split firing with ASS. Unfortunately splitting the teams really seems to lose out. The cost of adding more drones to keep the same level of protection for each squad is 30 points, although replacing the shield drones with gun drones comes out to the same cost. The ASS system itself also comes out out to 75 points for it and the Team Leader upgrades but that is a different issue. The main problem though is the loss of Markerlight effectiveness. 50% more Markerlight hits would be needed to keep effectiveness the same. Because of this, I would rather make the squads the same but lose a target lock/add a Team leader and add the ASSs. This squad is 30 points more expensive and losses a small amount of firepower (although significant when fighting against light armour spam such as DE). By dropping the Kroot or something else (such as making the Shield drones gun drones etc...) I could likely find the points. It all comes down to what has better situational use, something I'll have to think about. Thanks for the comment!

About the Kroot themselves. They are there for some situational uses such as holding a home objective/ pushing back night fight. I am thinking of how to replace the need for them, the best I can think of so far is 6 FW which are cheaper but much less survivable etc...

Thanks for the replies so far, keep em coming
   
 
Forum Index » 40K Army Lists
Go to: