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Made in nz
Water-Caste Negotiator






Hello All,

I have tweaked my Tau list to a point where i am happy with it.

Was wondering if i could get your opinions and any issues you see with it.

Thanks

1750pts
106 Models
9 Markerlights

HQ
Shas'el - Airbursting Fragmentation Projector, Missile Pod, Flamer, Stimulant Injector, HW Multi Tracker,
HW Drone Controller, 2 Shield Drones
- 131

Elites
2 Crisis Battlesuits - 2 Plasma Rifles, 2 Missile Pods, Multi Trackers - 124
2 Crisis Battlesuits - 2 Twin Linked Flamers, 2 Missile Pods - 86
2 Crisis Battlesuits - 2 Burst Cannons, 2 Missile Pods, Multi Trackers - 100

Troops
11 Fire Warriors
- Shas'ui - Markerlight - 140
12 Fire Warriors - 120
- Devilfish - Disruption Pod, Flechette Dischargers - 95
10 Fire Warriors - 100
11 Kroot + 10 Kroot Hounds - 137
13 Kroot - 91
10 Kroot - 70

Fast Attack
8 Pathfinders - 96
- Devilfish - Disruption Pod, Flechette Dischargers - 95

Heavy Support
2 Broadside Battlesuits - Advanced Stabilisation System, Team Leader w. HW Target Lock,
HW Drone Controller, 2 Shield Drones
-200
Hammerhead - Railgun, 2 Burst Cannons, Multi Tracker, Disruption Pod
165

This message was edited 1 time. Last update was at 2009/03/30 01:11:45


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Made in us
Longtime Dakkanaut





It looks like a pretty decent list. I'd think about dropping the bigger 13-bird kroot squad and getting the 10-tau FW squad a Devilfish.

In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer 
   
Made in us
Twisting Tzeentch Horror




Golden, CO

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.
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

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
   
Made in us
[DCM]
Sentient OverBear






Clearwater, FL

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.

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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 nz
Water-Caste Negotiator






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.

This message was edited 1 time. Last update was at 2009/03/30 01:14:36


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2008-2012 Tau Third Sphere Army P+M Blog - http://www.dakkadakka.com/dakkaforum/posts/list/0/220201.page
 
   
Made in ch
Drone without a Controller




Over there

What you could do, is replace your sniping unit with rail rifle equiped pathfinder team
While I agree totally about the kroot, they are invaluable and they kick total , I still suggest also getting rid of one of the kroot squads, supplement another squad with a shaper, and allocating various goodies all over the place with the extra points

This message was edited 1 time. Last update was at 2009/03/30 08:20:05



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Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Maj. Tom, you need to change your main text font, or I need to adjust my monitor, I don't know which

Personally I like your suits with different weaponry, so I wouldn't go with another combo of plasma rifles/missile pods, but I'm not sure what else to suggest for 'em. It probably would be a good idea to change out the burst cannons... but to what?

I'm taking a few HQ bodyguards with TL Burst Cannons and Missile Pod... it was fun trying it out this past weekend but I need to test it more to see if it's worth it
   
 
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