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Made in ca
Longtime Dakkanaut






TAU Cadre Primary CAD - 1313

Aun'Va
Cadre Fireblade

2x 11 Fire Warriors, ( EMP Grenades)
(Devilfish (Disruption Pod)

4 Marker Drones
6 Pathfinders (EMP Grenade, Rail Rifle x3, Shas'ui+ EMP Grenade+2 Shield Drone)
Pulse Accelerator Drone
6 Pathfinders (EMP Grenade, Rail Rifle x3, Shas'ui+ EMP Grenade+2 Shield Drone)
Pulse Accelerator Drone
Recon Drone
Devilfish (Disruption Pod)

3 Firesight Marksman+3 Sniper Drones
Broadside Shas'ui (Twin Linked Plasma Rifle + Velocity Tracker + 2 Shield Drone)

Farsight Enclaves Allies - 533

Commander (Vectored Retro-Thrusters, Drone Controller, Command and Control Node, Positional Relay, Neuroweb System Jammer, Onager Gauntlet
2 Marker Drone

XV104 Riptide ( Ion Accelerator, Velocity Tracker, Earth Caste Pilot Array . Early Warning Override)

3 x Crisis Shas'ui (Flamer + Twin Linked Fusion Blaster + Bonding Knife Ritual)

This list was designed by my friend Unorthodoxy for me. It is quite simple. The broadside and riptide start in opposoite corners and try to lure the opponent towards one or the other. The commader starts with the markerswarm. Theaun,va hides. Everything else is in reserve unless my opponent has nothing threatening early on.
One unit of pathfinders will outflank - I have positional relays and recon drones sprinkled throughout to help.

I see no obvious weaknesses in the list. Everything will hit - nothing is going to miss. There will be a lot of supporting fire as well. I have five ObSec troop choices.

 
   
Made in us
Regular Dakkanaut




The VTs are out of place for the loadouts on those suits. You are banking on an Explodes result out of its one shot, which is only 1/3 if you are even able to Pen and they don't jink save it. HYMP are much better at glancing flyers down, especially with EWO. If you want the riptide to do it, use the HBC for the greater volume of shots, and you can ECA the Gets Hot results.

The drones are also bad on the Broadside; shield drones in general because all they help against compared to the others is AP3 and down and you are missing out on missile drones for the Broadside, which are damn awesome. However, with a single Broadside there losing just one drone forces a LD check and if you are plopping him in the corner you have a reak risk of him running right off from there.

You cannot take the CnC node, Guantlet, or Jammer on that commander if he's in an Enclaves detachment. Swap him and the Cadre Fireblade in your force orgs though and you are okay.

The Pulse Accel drones are rarely ever worth it and especially in your case since you have three rail rifles in those Pathfinder teams as the rails don't benefit from it. In the subject of rail rifles, again, rarely worth their points, especially if you run them in transports as they have to snap shot afer deploying. Again, take gun drones instead of shield drones on them if you want some shooting with the PFs.

TL;DR You've got an okay amount of shooting, but its disorganized and fragile.


This message was edited 2 times. Last update was at 2014/10/24 02:09:45


 
   
Made in ca
Longtime Dakkanaut





First off the broadside is bait - i want it targeted and my opponent lured to it. I need the rail to get my opponent to recognize it is a long ranged threat. I want plasma for Teq.

I will exchange the HQs . Thank you for the head's up.

My Pfs are firing carbines not marker lights. That is what they are there for.

There is a method to the list. First turn i am putting my broadside and riptide forward as credible threats. Both have skyfire. Both have range. If my opponent sits back he engages in my warfare. I do not want to go first. I want my opponent to split his forces - some going for the 'Tide some for the broadside. I fully expect I might lose that broadside in two turns.

Turn two my reserves start to arrive. I will use the pathfinder d-fish( it should have scouted and moved into position with relay) to place my units down where they need tobe. As well my commander has positional relay. So the crisis will drop where wanted and the pathfinders that outflank will arrive where needed. I might not get everything in - d-fish FW, pathfinders and crisis - but I'll get some. Those pathfinders are going to do damage with carbines and three rail rifles. If my FW arrive and and the cadre I will have even more foirepower between the drones, d-fish and guns. I can certainly go after my opponent's army piecemeal. The crisis, commander, and riptide have thrust moves to get them in position. D-fish are fast and durable.

TheAun'Va is for turns two and three. I will go to ground when threatened and then I will pop up and fire away next turn. Six railrifles, drones and carbines are going to let loose.

This message was edited 2 times. Last update was at 2014/10/24 03:39:38


 
   
Made in us
Fresh-Faced New User




Here's a few things I would change make ur commander a marko with pods and split fire as he will mainly be with marker drones drop the buff mander items

For the crisis suits do 2 flames on 1 with split fire and 4 fusions that way you don't waste shots if you really want flamers

Drop shield drones pick up gun same range as the pathfinders they are with

I would also consider a burst tide
   
Made in il
Drone without a Controller





On top of a mountain.

I think that you are very much over-estimating the damage output of the Broadside and the Pathfinders.

One Broadside with HRR isn't that much of a threat, nor is it very hard to kill, even with two shield drones. It's not threatening enough to be good bait.

As for the pathfinders, the way you described using them, you will be snap-firing the rail rifles the first time each team fires, along with 6 carbine shots.
That won't kill much at all, and the pathfinders will be torn to pieces before they can fire again. They simply aren't survivable enough to be of use in an offensive role, best reserve them for Markerlights, if you take them at all.
In addition, I agree with the advice of the Nooblet and Natec.

1500 
   
Made in us
Dakka Veteran




Firstly welcome to the fight for the greater good. I don't want this to come off as harsh but....

Pathfinders are subpar.

I have never seen a list where aun va makes sense. In this list he is supposed to hide for a turn and then run to go meet up with his buddies. He'll never make it. He'll get cut down in the backfield or more likely cut down trying to meet up with the pathfinders.

Broadsides with heavy rail rifles are subpar with only the one shot.

You should try to fit in a firebase support cadre at this point level.

Tetras and skyrays provide durable marker support.

   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 Borntolose wrote:
I think that you are very much over-estimating the damage output of the Broadside and the Pathfinders.

One Broadside with HRR isn't that much of a threat, nor is it very hard to kill, even with two shield drones. It's not threatening enough to be good bait.

As for the pathfinders, the way you described using them, you will be snap-firing the rail rifles the first time each team fires, along with 6 carbine shots.
That won't kill much at all, and the pathfinders will be torn to pieces before they can fire again. They simply aren't survivable enough to be of use in an offensive role, best reserve them for Markerlights, if you take them at all.
In addition, I agree with the advice of the Nooblet and Natec.


Well thats weird because...they are Rapid Fire weapons. not heavy. So... You were saying?

This message was edited 1 time. Last update was at 2014/12/03 01:37:18


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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