tzeentchling wrote:Not sure about your Troops selections. For the Kroot, I'd probably go 10 Kroot and 4-6 Hounds for each squad. For the Fire Warriors, I'm not sure what your plans are. I'd probably drop the markerlight from the FW shas'ui, but if you need him give him a target lock. Obviously the 12-man squad goes in the fish, and the 11-man probably will too, but the 10-man squad just seems to be out there. Give them a devilfish or drop them. Since you have so many Kroot, I'd probably just go with two 10-man squads. Maybe convert some of the extra FW into more pathfinders? More pathfinders are always good.
Im starting to think Kroot are the most underrated unit in the Tau 'dex. In every game i have played so far they have rocked. Thats why i have added 44 to my list. - for less than 300pts!
My troops are used as follows;
12
FW [w. Shas'ui - Markerlight] - Sit on the home objective and snipe
12
FW + Devilfish - Fish of Fury and objective capture
10
FW - Multi Role; Shoot and Scoot, Snipe, Objective Grab, Bait and Flee, Active reserves.
11 Kroot + 10 Hounds - Outflank
FTW! - 21 Models out flanking for less than 140pts!
WTF!? Broken.
13 Kroot - Pillbox and protect the Broadsides and pathfinders from assault. Sacrifical Unit if needs be.
10 Kroot - Hitch a ride in the Pathfinder's Devilfish, gives them resliance, they can either jump and shoot or assault from stationary dfish. Also a very cheap way to make dfish scoring.
Pathfinders i have found to be very vunerable to any and all shooting. The only way to keep them safe is to provide opponent with too many higher priority targets.
RiTides Nids wrote:I like it

Looks like a very tactically fun-to-play army. Is the third
FW squad something you leave back in your own zone to hold a home objective? I'm thinking the 12-man with the markerlight Shas'ui would not be in the devilfish, but I could be wrong...
You don't want / can't find the points to put Iridium Armor on your
HQ? It seems like that would be more beneficial than stimulant injector, since the drones will get a 2+ save, too. Could save you from a lot of pain with ap3 weapons.
I'd be interested in seeing you explain the numbers in the kroot and
FW squads and why you organized them together that way.
Nice list

Thanks dude, yep it is really fun to play. Very different from most other armies.
The Third unit has not gained a fully defined role yet - have only played 5 games so far. But as above, i'm thinking it is a sort of reserve unit, plugging gaps and linking the static elements to the mobile elements ala the Hypasists of Alexander the Great's Army.
Iridium armour is a tricky one. I have considered it. But it is double the cost of Stim injectors, but the true downside is the assault move. As it gets reduced from a guaranteed 6" to
D6" it is just too risky for my liking.
Iorek wrote:Check your math on the flamer/missile pod suits; I think you're off by 1 point per suit.
You also may want to re-think the burst cannons on Crisis Suits. You have so much S5 AP5 firepower elsewhere in the army that it's not going to add much more to that, and add to that the fact that there are several weapons that are only available to Crisis Suits. This is a personal preference, but something to consider.
You are totally correct, sharp spotting, have amended the cost.
All the literature i have read on the firestorm tells me they rock. They have not been outstanding performers so far, kinda middle of the road. Do you have any suggestions on a replacement?
Don't say
Fireknife! ;-) - Already have 1 unit, they are too expensive for 2.