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Made in us
Focused Fire Warrior





Huntsville, Al

Shas'o
Missle Pod, Plasma Rifle, Multi-tracker
112pts

Crisis Suits x 3
Missle Pod, Plasma Rifle, Multi-tracker
186pts

Crisis Suits x 3
Missle Pod, Plasma Rifle, Multi-tracker
186pts

Stealth Suits x 6
Burst Cannons
180pts

Fire Warrior Squad x 12
120 pts

Fire Warrior Squad x 12
120 pts

Fire Warrior Squad x 12
120 pts

Hammerhead
Rail Gun, Burst Cannon x2, Decoy Launchers
155pts

Hammerhead
Rail Gun, Burst Cannon x2, Decoy Launchers
155pts

Hammerhead
Rail Gun, Burst Cannon x2, Decoy Launchers
155pts

Let me know what you guys think. I can split the 3 squads of Fire Warriors into 6, 6xman squads if I need the extra scoring units. I know I only have the one Hammerhead for tanks, but most of the time I dont worry with high armor.

This message was edited 1 time. Last update was at 2008/04/11 22:56:15


Sometimes you just have to let em' go... 
   
Made in us
Khorne Veteran Marine with Chain-Axe




Kutztown, PA

All I can say about the 2 Ionheads, and only taking one Railhead.... I was in a game once against Tau, my Leman Russ was singlehandedly tearing my opponent apart... He lost the ONE way he could hit the AV 14 on the front, and after that i just popped off my long range shots and danced the tank to keep the AV 14 facing his weapons that could hurt the side armor. Yeah the Ionhead is nice cause it can put a hurting on some marines, but honestly you are better off firing a submunition round and making the bastards save alot. I have just never been able to find a logical reason to use the Ion cannon, thus why in the newer codex they made it so dang cheap. Only other real suggestion is a lack of Kroot... I love me some space chickens! If a buncha turboboosted bikers, or some aspect warriors in a WS ride up on you, you are pretty much screwed. Kroot act as a nice screen for you more important shooty guys, and can do a nice job countercharing when they enemy gets too close.
Aztral

David William Toy: 7/11/1953 - 12/27/09, My Father My Friend, Rest in Peace.

Hidden Powerfist for the wi.....

The internet: providing people with numerous faceless mediums with which to suddenly grow a pair since the 1990's
 
   
Made in us
Smokin' Skorcha Driver






Utah

This list is very similar to my tau list.

Instead of a Ionhead, suit squad, and drone squad, I run pathfinders(no rails .. all about markerlights), and a broadside.

Pathfinders increase the effectivness of the whole army, and one broadside with drones in hard cover is never goaing away (short of assault).

And I totally agree ... no ion cannons! The main rail cannon is so much better, and submunition gives it versatility to hunt troops when all the enemy armor is gone.

This message was edited 2 times. Last update was at 2008/04/10 20:28:43


   
Made in us
Focused Fire Warrior





Huntsville, Al

Dont get me wrong about the broadsides, I just dont like to use them. I hate not being able to move and shoot.

I will work in the rails guns. Take out maybe a 2 Crisis. Anything else?

Sometimes you just have to let em' go... 
   
Made in us
[DCM]
Sentient OverBear






Clearwater, FL

Here are a few suggestions:

Unless you want to boost skills other than Ballistic Skill on your Commander, I'd recommend a Shas'el with a Targeting Array and HW Multitracker instead of a Shas'O. This will save you 15 points.

Agree with the previous posters that Ion Cannons are not what you need on Hammerheads. If you do want to use Broadsides for the extra Railgun goodness, equip the entire team with A.S.S. to give you Slow and Purposeful, which allows you some mobility. Make one suit the Team Leader, give him a hardwired Drone Controller and add two Shield Drones for protection. If you only take two suits, be aware that one casualty will make you take a Morale check, but an extra suit (three suits plus two drones) is a fair bit more.

You may also want to consider a Shas'ui for the Firewarrior Squads; the LD8 can be very useful, especially when you're below half.


DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++

Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k.                                                                                                       Rule #1
- BBAP

 
   
Made in us
Focused Fire Warrior





Huntsville, Al

Broadsides can only move a max of 6' a turn. This is the reason I dont use them. The hammerheads are jumping 12' a turn with a glancing hit, and are equipped with landing grear. This is why I prefer the Hammerheads.

The army grants alot of mobility and that's kinda the reason I play it this way.

The Shas'el only has 3 wounds. I take the Shas'o for the extra bs and wound.

Sometimes you just have to let em' go... 
   
 
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