1850 Pts - Tau Empire Roster
1 Shas'
el @ 102 Pts
Missile Pod; Hard-wired Multi-tracker; Plasma Rifle; Hard-wired Target Lock; Targeting Array OR Command and Control Node (see below)
3 Crisis Battlesuit @ 186 Pts
Missile Pod; Plasma Rifle; Multi-Tracker
3 Crisis Battlesuit @ 186 Pts
Missile Pod; Plasma Rifle; Multi-Tracker
3 Crisis Battlesuit @ 186 Pts
Missile Pod; Plasma Rifle; Multi-Tracker
5 Fire Warrior @ 80 Pts
Add Shas'ui; Pulse Rifle (x5)
1 Shas'ui @ [30] Pts
Pulse Rifle; Markerlight
5 Fire Warrior @ 80 Pts
Add Shas'ui; Pulse Rifle (x5)
1 Shas'ui @ [30] Pts
Pulse Rifle; Markerlight
5 Fire Warrior @ 80 Pts
Add Shas'ui; Pulse Rifle (x5)
1 Shas'ui @ [30] Pts
Pulse Rifle; Markerlight
20 Kroot @ 140 Pts
Kroot Rifle (x20)
1 Piranha Light Skimmer @ 70 Pts
Fusion Blaster (x1); Gun Drones (x1); Targeting Array (x1)
2 Gun Drones @ [0] Pts
Twin Linked Pulse Carbines
1 Piranha Light Skimmer @ 70 Pts
Fusion Blaster (x1); Gun Drones (x1); Targeting Array (x1)
2 Gun Drones @ [0] Pts
Twin Linked Pulse Carbines
1 Piranha Light Skimmer @ 70 Pts
Fusion Blaster (x1); Gun Drones (x1); Targeting Array (x1)
2 Gun Drones @ [0] Pts
Twin Linked Pulse Carbines
1 Sniper Drone Controller @ 240 Pts
Sniper Drone Controller; Sniper Drone Controller; Pulse Pistol; Networked Markerlight; Drone Controller; Targeting Array; Stealth Field Generator
3 Sniper Drones @ [0] Pts
Rail Rifle and Target Lock (x3); Stealth Field Generator; Targeting Array
1 Sniper Drone Controller @ [80] Pts
Pulse Pistol; Networked Markerlight; Drone Controller; Targeting Array; Stealth Field Generator
3 Sniper Drones @ [0] Pts
Rail Rifle and Target Lock (x3); Stealth Field Generator; Targeting Array
1 Sniper Drone Controller @ [80] Pts
Pulse Pistol; Networked Markerlight; Drone Controller; Targeting Array; Stealth Field Generator
3 Sniper Drones @ [0] Pts
Rail Rifle and Target Lock (x3); Stealth Field Generator; Targeting Array
1 Hammerhead Gunship @ 180 Pts
Railgun; Smart Missile System; Targeting Array; Multi-Tracker; Target Lock; Decoy Launchers; Landing Gear
1 Hammerhead Gunship @ 180 Pts
Railgun; Smart Missile System; Targeting Array; Multi-Tracker; Target Lock; Decoy Launchers; Landing Gear
Total Roster Cost: 1850
Tactics:
The Fire Warriors are cheap markerlight units. Fire Warriors are really terrible unless you bring alot of them, but that army isn't very viable in tournaments.
The Sniper Drones are good against marines and vehicles, and provide more markerlights. They have stealth, so usually are alive until assaulted.
Command Crisis suits are alot of points but with markerlights on other units, you can do without all the pricey upgrades and simply get more stuff in your army.
The Piranhas run cover for your Hammerheads, run them in front of 'em and force those target priority tests. When a lascannon shot goes into one, you'll be glad you did. I don't bother with trying to save Piranhas. They aren't strong enough or good enough to bother in my experience. If there's no tanks hiding in the back, you have units that don't have much to do.
I find a big Kroot unit is really helpful, in tournament lists people often have just 1 assault unit. The kroot can negate it. I usually stick my
HQ in there with them, to keep them around against shooting. If it's too dangerous, you can just seperate from the squad. If I see alot of targets coming, I try to keep my leader near my crisis suits--I give mine the C&C Node, but if you really want BS5 shooting you can take the targeting array instead. I'd rather have better odds of passing target priority tests myself.
Anyway with 6 markerlights, you can usually get your 3 Crisis suit units to BS4 or get the Hammerheads to BS5, depending on your need. This is only a few less than what you have, but your markerlight units are expensive and fragile.
I prefer Hammerheads over Railgun suits because marines just blow the suits away, even with shield drones. The Hammerheads die too, but they aren't taking a morale check everytime a lascannon hit gets registered.
So to recap:
There's alot of shooting in this list. You can keep close combat units away from your lines with the kroot and the piranhas. Once people get to 24", your plasmaguns come into play and that really starts to hurt.
Anyway I think the important parts of this list are:
2 Railguns is usually enough anti-tank. 6 is excessive.
At long range, you have 9 S6 AP3 shots. That puts a hurt on shooty marines and godzilla that they can't do anything about until they are within your crisis suits death zone.
Speaking of which...at 12" the 3 units with a little markerlight help, can put out a stunning array of fire.
20 Plasmashots can cripple alot of armies already weakened by the 10 shots at long range. The missile pods firing the whole time is also key, and lets you down light vehicles without much fuss. If you face a horde of light vehicles, having 7 units with S6/S7 available will take them down pretty reliably.
I've had great success with this list. I hope that helps.