Illeix wrote:I wanted to put together a fun Tau force, but not think too hard in the process.
It will suck, but how much?
HQ
Crisis suit Shas'o
Burst Cannon
missile pod
multi tracker
bodyguard
2 more crisis suits, Shas'vre, same loadout
Elite
2 Crisis suits, shas'ui, same as the others
Troops
4 squads of 10 fire warriors, half with carbines
Heavy support
2 broadsides
TL rail guns
TL plasma rifle
multi tracker
I wanted to make sure that everything can shoot something on the move, and all units are bonded
Thougts?
Hi there! I play Tau, and wanted to drop some insight here.

I have a 1k Gunline list that I use for 2x2 tournaments, and its been...destructive.
Your
HQ: In 1k points, you either need to minimize your
HQ, or deck him out. You've sort of gone halfway, which makes him...well, not a daunting
HQ. A couple of suggestions:
1. Take a Shas'
el instead of a Shas'o. Its 25 points for +1 wound, +1
WS, +1BS. Give your Shas'
el the Airbursting Fragmentation Launcher (Large Blast), and a Cyclic Ion Blaster. Also give him a stimpack (Feel No Pain) and *very* seriously consider giving him Iridium armour. IE:
HQ:
Shas'
el
Fragmentation Airbursting Launcher OR
Cyclic Ion Blaster (or plasma gun)
Shield Booster
Hard-wired Multi-tracker
Stimpack
Hard-Wired Drone Controller
2 Shield Drones
Iridium Armour
OR, you can do the same with Shas'o. You end up with a 3-4 wound model with a 2+ armour save, Feel no pain(4+ reroll on a failed save) 2 drones each with a 2+ armour save (since they take on the properties of their owner) and everyone with a 4+ invulnerable save. Since your army is missing crowd control and blast templates, the FAB gun is almost requisite. Having either a FAB gun or a flamer or two is pretty important to being ready to deal with swarms of Orks, turbo-boosting scarabs (2+ cover save), turbo-boosting ork warbikers, or anything else that gets to add to its cover save to make it hard to hit. Cyclic Ion Blaster is personal preference. Rolling 6s to wound to do an AP1 hit is fun, and you get 5 shots.
The Iridium armour doesn't make you slow and purposeful - you still get your full 6" move during the movement phase, but during the assault phase, you'll move
D6 instead of 6". I think its worth it, because you can then place your commander (and any suits you've attached him to) out in the middle of everything and let those 2+ armor saves and 4+ invulnerable saves draw fire.
Bodyguard: Lose it. Not even worth it. The suits cost 10 points extra for a benefit that you shouldn't ever need. If you want your
HQ attached to suits, just move him up to some suits. Remember: at the end of any movement that results in your
HQ being within 2" of a unit, he's considered attached.
Troops: I tend to think that pulse carbines are mostly overrated. Almost everything NOT Tau in
40k has one of the following: Fearless, Leadership 9, or Leadership 10. Pinning doesn't work so well against any of that. Sacrificing range and firepower for the slim chance of pinning a unit for a turn isn't very promising. And, as I'll explain below you can cause more effective pinning checks.

I'd go with straight up fire warriors. Make sure every squad has a Shas'ui, and if you can afford it, take a bonding knife with each squad too.
Elites: Burst cannons and missile pods are for trying to get as many dice rolls as you can. Honestly, by subbing out your carbines for pulse rifles, you've *got* extra shots now. A *LOT* of them. For a balanced and still fun army, you need some "space marine killers." I'd add either plasma guns, or twin-link your missile pods. Lately, I've even been doing Fusion Blaster/Plasma Gun/Multi-tracker. Every suit can kill a vehicle, or insta-kill/armor penetrate any model. These are great for wiping out terminators too. 2+ armour saves don't mean much against a team of suits rapid firing AP2 plasma goodness down your throat.
Heavy Support:
Snipers!!!! If you don't have any snipers, glue a pulse rifle onto a drone and stick a pathfinder in front of them. My 1k list has two sniper teams as one of my heavy choices. S6 AP3 means you've got space marine and necron killers here. Spotters have a 36" range networked markerlight, and if it hits, your drones need 3s to hit, and likely 2s to wound unless you're shooting destroyers, immortals, Warbikes, Carnifexes...these things are space marine killers, *AND* they are rail-rifles, which makes them pinning. Instead of using 18" pulse carbines in your troops choices, use 30" AP3 pinning weapons. If your fire warriors are 18" away from a unit, then they should either be falling back into your massed firepower, or moving up 6" and delivering two shots apiece at rapid fire range; a lot of armies can close 18" and assault in one turn, making your carbines likely one-shot wonders. You shoot a unit, and if it isn't pinned (unlikely) the unit will get assaulted next turn.
Broadsides: I take two teams of them in my 1k list, one of 2 suits, and one with 1. I'd get rid of the twin-linked plasma. With everything else, you're not going to be able to afford it in 1k points, and you need to optimize your points.
TL plasma is great, but in all likelihood, you'll never get a chance to use it. You're likely going to be unloading railguns at distant vehicles, terminators, destroyers,
HQs, or whatever needs it the most, which makes your plasma useless here. And anything closing in fast to get within your 24" range is likely going to be getting raped by the rest of your army - presuming your railguns are at the rear of your lines. Things that can deepstrike or infiltrate and hit you from behind or the side are going to be on you before you can fire them anyway, so you might as well save yourself the points. I used to take them quite prevalently, but I don't anymore because I never really got to use them much. Also, your broadsides *NEED* shield drones. Again, shield drones take on the attributes of their owner. Adding 2 shield drones to a squad means two extra 2+ armour saves, along with a 4+ invulnerable, and you can drop a wound on the drone if you get hit by a S8+ weapon. If you don't have shield drones, someone is going to Lascannon your Broadsides on turn one, and they're going to straight up die.
With all that said, here's my 1k gunline. Remember - my advice is to maximize one aspect of your playstyle. Be good at one thing, don't try being a little of everything. Either go completely mobile and take all pulse carbines, or take none. This is more of a static gunline with roving suits that I'm proposing.

Here's my list. I have 3 suits, two with twin-linked missiles, and one with
TL flamers to deal with swarms.
HQ
Shas'
el Stimulant Injector
HW Multi-tracker Cyclic Ion Blaster Airbursting Fragment Drone Controller Shield Drone 115
Troops
Fire Warriors, 7 Shas'ui 80
Fire Warriors, 7 Shas'ui 80
Fire Warriors, 7 Shas'ui 80
Fire Warriors, 7 Shas'ui 80
Elites
Deathrain, 2 team leader twin-linked missile twin-linked missile drone controller gun drone Blacksun #3 Crisis
TL flamer blacksun gun drone 150
Fast Attack
Heavy Support
Broadside Team, 2 Drone Control
HW Multitracker Shield Drone #2: Multitracker 165
Broadside Team, 1 Drone Control
HW Multitracker Shield Drone 90
Sniper Team, 2 160
Points Summary:
HQ: 115
Troops: 320
Elites: 150
Fast Attack: 0
Heavy Support: 415
Total: 1000