So got my first game of 8th in on Saturday. Tau vs Tau 2000 point mirror match. We rolled up missions scouring with 12" opposing deployments.
My opponent list: Dylan
Stormsurge w/ Pulse Driver Cannon & -1 rend & Move and Shoot w/out penalty (later he realized the redundancy as storm surges can due this naturally). He should have taken a 4++ shield.
Riptide with Ion Accelerator & Smart Missiles & -1 rend, & Move and Shoot w/out penalty + 2 marker drones
3 crisis suits w/ dual Burst Cannons & -1 rend + 2 marker drones
3 crisis suits w/ ? & Missile Launchers & -1 rend + 2 marker drones
3 crisis suits w/ melta gun and plasma & -1 rend + 2 marker drones
5 Fire Warrior Strikes + 2 marker drones
5 Fire Warrior Strikes + 2 marker drones
5 Fire Warrior Strikes + 2 marker drones
Ethereal
Fire Blade
Farsight
+4
CP
My list:
10 Fire warrior strikes
10 Fire warrior strikes
10 Fire warrior strikes
9 Breachers + Devil Fish
10 Kroot
6 Gun Drones
6 Gun Drones
2 Broadsides w/
HYMP &
EWO + 4 Marker Drones
Commander w/ 4 Fusions Guns + 2 Gun Drones
Commander w/ 4 Fusions Guns + 2 Gun Drones
Commander w/ 3 Missile Pods & Drone Controller + 2 Marker Drones
3 crisis suits w/ dual Fusion Guns & 1 with Drone Controller & 2 with re-roll 1's + 2 marker drones
Ethereal w Hover Drone
5 pathfinder plus pulse acceleration drone + 6 " for pulse weaponry.
+ 6
CP
He has 3 objectives scattered across his deployment, I have two in mine. Last objective is in the center.
Deployment: We take turns deploying.
Dylan: Farsight and Crisis Suits are Manta Striking (Deep striking basically). Each of his 5 man warriors get placed on an objective. Ethereal behind the center Fire Warrior squad. Fire Blade behind the right flank Fire Warriors. Storm surge centered. Riptide on left flank. Everything but the Stormsurge is in cover providing terrain.
Mine: Commanders and Crisis Suits are Manta Striking. Kroot is on my right flank. Left Center is a unit of fire warriors, pathfinders + drone , and gun drone squad. Dead Center is my Ethereal and Gun Drones. Right Center is broadsides + Drones and 2 fire warrior squads. Right Center is the devil fish + breachers. Everything but my Ethereal is in cover providing terrain.
Dylan finishes deployment first and I fail to seize.
Turn One: Dylan moves his army forward and drops Farsight (his Warlord) on my far left flank but not into terrain. He also drops his burst cannon suits about 13+ inches from my front line in cover providing terrain. Shooting, his marker light drones fail to hit as he doesn't have a drone controller nearby and he can't roll above a 4. He then fires his small arms fire into several of my Fire Warrior Squads and the Kroot, Killing 10 or so Firewarriors from 3 different Squads and 3 Kroot. The big guns go after my Broadsides but end up killing nearby drones instead (savior protocals). He fails to assault Farsight into a nearby Fire Warrior Squad even after re rolling one of the charge dice and takes 2 wounds from overwatch. Ethereal is within 6" off most of my army and his leadership 9 helps me pass all my morale tests except for the lonely Kroot who only lose 1.
Note
EWO only has a 12" range now and since you will likely be screening your broadsides, it is likely that your opponent can deploy an assault troop win the 10" range of one of your units and outside of the
EWO threat range. So I don't see this being very useful now unless you are fielding an un-screened stormsurge.
My turn: Ethereal takes the re roll 1 ability for Stationary Battlesuits & Infantry and moves up. 1 squad of gun drones moves towards Farsight while my second depleted squad moves towards the crisis suits. Breachers get out of the devilfish and advance towards the crisis suits but are outside of 5" range :(. Devil fish advanced forward. Kroot advance up slightly and I forget to shoot with them. Crisis Suits + Fusion Commanders and drones deploy in a pocket right of the storm surge and into cover providing terrain; half of the marker drones however have to be placed out of cover. Note: Finding pockets in the backfield that are more than 9" away from all enemy units is going to be tricky. Missile Commander + Drones drops down by my Ethereal. I start with my marker lights, having my drone assisted 2 man marker drones (near the missile commander) fire first on the storm surge so as to get the reroll 1's for my next volley. In the end, my marker lights place 5 hits on the storm surge and 4 on the Bust cannon suits. It takes the combined fire of all three melta-squads and the missile commander to take the stormsurge out. I use a
CP to reroll a melta damage roll from a 1 to a 5. Breachers, Broadsides, 1 Gun Drone Squad, and two Fire Warrior Squads fires into the Burst Cannon Crisis Squad for 1 wound. Second Gun Drone Squad and 3rd Fire Warrior Squad take 2 more wounds off of Farsight.
Note: I couldn't utilize MONTKA when I dropped so having the +1 to hit from 5 Markerlights was critical for my melta squad...otherwise I would have failed several to hit rolls and not killed the Storm Surge.
Turn 2: Dylan back peddles his entire army towards my 3 melta squads. His marker lights continue to fail and he only gets 1 hit on the marker drone squad and 1 hit on the crisis suit squad. Really wishing he had some drone controllers now. He uses his small arms fire to remove most of my marker and gun drones, however, I manage to keep 3 alive. Then his riptide fires into my Crisis Suits (Closest Unit) and I pass them off, slaying two more drones. Farsight shoots and slays two pathfinders and dies to over watch when he charges in.
My turn: Ethereal takes the re roll 1 ability for Stationary Battlesuits and Infantry and moves up while still staying within 6" of the pathfinder and broadside unit. Units in my backfield move up except the broadsides and the pathfinders. My melta suits stay still and one of the melta commanders calls Maunta (re roll shooting hits for units that don't move this turn). Marker-light shooting scores 4 hits on Dylan's Melta/Plasma Crisis Squad and 1 hit on his Missile Crisis Squad. Gun Drones shooting the nearest units is pretty fruitless as it ends up bouncing off his Burst Cannon Squad with a 2+ saves due to cover. Dylan uses a
CP to re roll a 2+ save. I then proceed to fire all my small arms and wipe out half of his marker drones, particularly the ones near the melta suites and burst cannon suits. Fusion commanders and the 2 remaining fusion suits wipe his missile and melta suites. I use a
CP to re roll a melta damage result. Missile Commander and Broadsides wipe his Burst Cannon Suites. We go ahead and call the game as my firepower can wipe all his fire-warriors next turn, leaving him with just two characters and a riptide.
Take away:
I don't see myself going 1st against a whole lot of armies and thanks to drones splitting, I'm going to have a lot of easy kill points for first blood...thankfully the maelstrom cards have a small number of
VP for slaying units.
Pathfinders: Seam OK for a cheap source of marker-lights and can also fire over watch. Plus you can get a pulse accelerator drone for 8 points, which is small enough that you should be able to hide it first turn and then move it to support your advancing gun drones or stationary fire base with 6" of additional range.
Ethereal: Real value is in the leadership 9 6" bubble which makes it easy for me to pass or limit morale test damage on either advancing gun drones or strike teams. Hover-board allows gives him FLY and 8" Movement, allowing him to keep up with gun drones and more easily get away from combats that consolidate into him. He does gain Battle-Suite Keyword and thus can't be taken in a Devilfish. Being able to reroll 1's was an added benefit, though redundant with Markerlights. I like him. Dylan who spread his fire warriors out and was always moving had much less benefit from his.
Devil Fish: Lackluster in this game, 12
Str 5 shots at
BS 4 and no rend -- that I already had plenty of from far cheaper platforms. Basically provides protection. Can't fire the breachers out of it. You can consolidate drops by combining I'll usually be going second to large number of drops so if the ethereal is not on the table, then I'll be losing morale tests to my opponents alpha strike. Seams like you would be better served with a unit that has more firepower for the points.
Breachers: Lackluster in this game...really hard trying to get in that 5" goodness range as Devilfish sadly is not open-topped and you have to disembark before the Devil Fish Moves so you only have a 14" threat range with the much desired -2 rend unless you advance and take the -1 to hit

.
Firewarriors: Seam OK. Cheap, good range and synergized with my ethereal + Pulse Accelerator Drone.
Broadsides: Lackluster in this game...due to lack of rends on Smart Missiles and
HYMP combined with poor rolling. Would have benefited more from Advanced Targeting System to boost my rends rather than
EWO. As it stayed still, it can synergized with the Ethereal or Montka. Very, very expensive now.
Markerlights: Did well and I didn't feel like I had an excess. Drone controller was key. Was able to get cover reduction and re-roll ones constantly on units I wanted dead. Helps to support my deep-striking units. Also provides soaks wounds for battlesuits in a pinch. Having a unit of Marker drones drop with Battlesuits can keep them from being alpha struck off the table.
Gun Drones: Did well with the drone controller and soaks wounds for battle suits. Fast moving and can be deepstriked if accompanying crisis suits and commanders.
Commanders: Worked well for me. The fusion was better, but having a missile commander in the backfield with the advancing drones was also good.
BS 2+ is very good. Being able to call Montka was amazing...but probably situational...how often will you be able to afford standing still with your army? Definitely jealous of armies that have characters that allows re rolls every turn.
Crisis Suits: Dual fusion worked well for me and you can have 6 drones accompany them on the drop. Burst Cannons on Crisis platforms are expensive and it didn't seam worth the investment as you can get that from gun drones.
Farsight: Lackluster. Not really great at close combat, not really great at shooting. Being able to call MONTKA twice in a game is a benifit but seams very situational as the units can't move. He made a mistake by dropping him unsupported. I'll pass.
Riptide: Lackluster this game. I just ignored during the game and passed his best firepower onto my nearby drones. Very expensive platform for little damage output but extremely resilient with a 2+/3++. He suffered 3 wounds this game due to overheating and nova charges.
Stormsurge: Lackluster this game as he died right away to my Beta Strike. Dylan missed out on the 4++ save. Always take that. Better firepower to cost ratio than the riptide and would have survived my alpha if he had had a 4++ save.
Fireblade: Lackluster this game. Dylan's firewarriors were too spread out and too
MSU to benefit from this cheap
HQ. Also harder to keep up with gun drones as he lacks Fly and only has a 6" move.
On the other table was two opposing necron players. When I left they had only lost a handful of models each by turn 4 due to Ghost Arcs allowing a second reanimation roll and Technmancers generating +1 to reanimation.