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Made in us
Water-Caste Negotiator




The basic plan: The stealth suits and sniper teams can practically sit in the open with relative safety while harassing the enemy (they also keep you from being totally screwed if you get "reserves" on the mission chart, which I found to be a problem with heavily mechanized forces and suit heavy armies). The large amount of rail rifles also makes it likely that you’ll be able to pin a lot of units. Meanwhile, you can move up the tanks and crisis suits, sit the tanks behind cover, let the suits do their thing, and force the enemy to come to you while avoid any casualties of your own from counter-shooting due to being behind cover, as SMS does not need LOS. When they get close enough you Fof them. The Shaso’s job is mostly to help deal with deep striking units, which are always a problem for any tau army.

Shas’o w/ Ion/Plasma, Stim Injectors, Shield Gen, HW Multi-trackers: 75+12+20+5+10+20=130 pts

2 Crisis Suits: plasma/pods, multi-trackers. 25+20+12+5= 62x3= 124 pts.

5 Stealthsuits w/ target arrays: 150+50= 200 pts.

5 Stealthsuits w/ target arrays: 150+50= 200 pts.

12FW
120
Devilfish w/ SMS, decoy launchers, targeting array, multitracker.
80+20+5+5+10=120
=240

11FW
110
Devilfish w/ SMS, decoy launchers, targeting array, multitracker.
80+20+5+5+10=120
=230

7 Pathfinders, 3 w/ railrifles w/ shas’ui, HW drone controller and 2 gun drones.
84+30+22+10+10=156
Devilfish w/ SMS, decoy launchers, targeting array, multitracker.
80+20+5+5+10=120
=276

One hammerhead gunship with railgun and SMS, target lock, decoy launcher, multi trackers: 90+50+20+5+5+10=180.

One hammerhead gunship with railgun and SMS, target lock, decoy launcher, multi trackers: 90+50+20+5+5+10=180.

3 Sniper Drone Teams: 240

=2000 pts.

Thoughts? Problems?

...Rule 37. There is no 'overkill.' There is only 'open fire' and 'time to reload.'

-From "The 7 Habits of Highly Successful Pirates" 
   
Made in us
Irked Necron Immortal




Target Denial is always fun.

I can't see what I would do different with your list. Of course it isn't perfect, but I think you can deal enough shooting and evade enough threats long enough to survive 6 turns. Good job, sir.

If you find yourself unable to down enough deepstriking termies or MEQs, you could swap a stealth suit team for a unit of 3 fireknives. That's the only thing I would do--more for personal taste though.

This message was edited 2 times. Last update was at 2008/07/01 03:06:21


 
   
Made in us
Dakka Veteran




NJ

With 5th around the corner, I thinks it's worthwhile to keep it in mind. That said, Disruption Pods will become very good. The obscured cover save will be critical. The good thing is that they're the same cost as your DL's and won't effect the cost of your HH's.

I'd consider dropping 1 RR and the drones from the PF IOT put a few Marker Drones in. Since they've got jump packs, the drones can move and marker (5th). Your choice where to put them.

I love SMS as much as the next guy, but am toying with the idea of Gun drones on the fish to offset cost. I'm contemplating Dual FOF and dropping 2 or 4 drones while I redeploy. Throw the drones in as a speedbump to slow down an assault OR to tie up a dev squad's shooting phase.

Like I said, toying with it. Don't know if it'll work out.
   
 
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