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Made in us
Space Marine Scout with Sniper Rifle





I havent played 40k since 3rd edition and have recently been trying to get back into it.
I like the Tau and their mobility and I would like for you to point ont redundancy in units, untits that fail, good combos, what suck in my army, errors/problems, comments or criticism, I wont take any offense to your ideas. Combos that you have used and work well would be nice to know also.

HQ

Shas'o
HW Drone Control
HW Multi-Tracker
HW Target Lock
TL Missle Pod
Cyclic Ion Blaster
Marker Drone
Shield Drone
163 Pts.

Elites

Shas'vre
Bonding Knife
HW Drone Control
HW Multi-Tracker
HW Target Lock
TL Plasma Rifle
Missle Pod
2 Shah'ui
Plasma rifle
Missile pod
Multi-tracker
2 Shield Drones
246 Pts.

Shas'vre
Bonding Knife
HW Drone Control
HW Multi-Tracker
HW Target Lock
TL Flamer
Air Fragmentation Projector
2 Shah'ui
Flamer
Fusion Blaster
Multi-tracker
2 Shield Drones
198 Pts.

Troops

11 FW
4 Pulse Carbine
7 Pulse Rifles
Shas'ui
Bonding Knife
Pulse Rifle
Devilfish
215 Pts.

11 FW
4 Pulse Carbine
7 Pulse Rifles
Shas'ui
Bonding Knife
Pulse Rifle
Devilfish
215 Pts.

Fast Attack

7 Pathfinders
2 Rail Riffle & Target Lock
Shas'ui
Bonding Knife
Devilfish
231 Pts.

Heavy Support

3 Broadside Battle Suits
Adv. Stabilization System
240Pts.

Total: 1508 Pts.

I would probably place my Commander in the unit of Battle suits with the Flamers/Fusion Blasters and use that unit as a heavy hitter, as in Termys, tanks & other big units like them.
The other Battlesuit unit has nice rang and could stand back and shoot and be versatile in who they want to shoot. My FW could get to where they need to disembark and pin an enemy unit, they are also there to take and hold objectives. The Pathfinders are there for their marker lights and their ability to move around.

Now in and 1850 Pt game im not sure what to add onto this, what do you all suggest?


   
Made in gb
Towering Hierophant Bio-Titan



UK

Troops are entirely sub-par.

Do you want to disembark @ 12" and unleash many many str5 shots (somthing akin to a blade storm with up-to BS5 (Ala guide) and improved strength (Ala doom) shots) and accept a possible counter-charge/rapid fire or Disembark @ 18", keep your infantry safe from charging & rapid-fire small arms and also importantly make use of the Pinning Carbine with markerlights. Pick one or t'other and focus.

Your suits; Drop them all. Replace them with 2x 3 Deathrain suits (Tl missile pods and flamers) and 1x 3 Sunfire suits (TL-flamer and fusion gun). Thats 9 suits compared to 6 and 4 shield drones. My way costs about 20-30pts less. I think you get more firepower and better surviveabiltiy too (Which can be increased easily with 3 bonding knifes & perhaps 3-6 shield drones, when points are spare).

Edit: Oh, by the way (I know this is alot short ranged and would make great use of the positional relay) tl-flamers will kill more infantry (when in range) than missile pods and plasma rifles (when in range). Now, im pretty sure im right about this although I could be wrong. Even if I am wrong but it is closer, how much cheaper are tl-flamer (and fusion) suits compared to fireknifes?!
Edit mk.2: Do re-equipped the Airburster, its awesome. Drop the Cyclic ion blaster, its rubbish for its points.

Heavy Support; Drop the rail rifles on the pathfinder team and get an Ion-cannon hammer head (If you want that kind of firepower..) you can find the points by giving the devilfish to one firewarrior squad allowing you to drop their own devilfish.

Finally; WHERE ARE THE DISRUPTION PODS.. AAARGGH! Also, to a lesser extent, multi-trackers and smart missile systems for added range and firepower (If you do want vehicle based firepower).

This message was edited 1 time. Last update was at 2009/11/01 21:23:30


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Space Marine Scout with Sniper Rifle





Razerous wrote:

Your suits; Drop them all. Replace them with 2x 3 Deathrain suits (Tl missile pods and flamers) and 1x 3 Sunfire suits (TL-flamer and fusion gun). Thats 9 suits compared to 6 and 4 shield drones. My way costs about 20-30pts less. I think you get more firepower and better surviveabiltiy too (Which can be increased easily with 3 bonding knifes & perhaps 3-6 shield drones, when points are spare).



I dont see the point in taking a TL-flamer and fusion gun/Tl missile pods and flamers since i would only be able to shoot one or the other the turn they come in? unless if there is a rule I am missing. I plan on dropping all my suits already.

On the hammerhead, i have never used one or the Sky Ray, do you think they are a good vehicle to take?
and also how good are the Sniper Drones?
   
Made in gb
Towering Hierophant Bio-Titan



UK

patrickparker1224 wrote:
I dont see the point in taking a TL-flamer and fusion gun/Tl missile pods and flamers since i would only be able to shoot one or the other the turn they come in? unless if there is a rule I am missing. I plan on dropping all my suits already.

You hit 10 marines with 3 twin-linked flamers. Lets assume you dropped in (or luckily moved into) favourable range and each of the three templates hits 5 models.
15 hits, with 7.5 not wounding which get re-rolled for a total of 11.2 wounds thanks to twin-linked templates.
11.2 wounds will cause 3.75 dead marines. Optimal range.

Now, again lets say you hit marines within 12" with your plasma rifles (and missile pods, due to the multi-tracker);
6 plasma rifle shots and 6 missile pod shots equate to 3 hits of each.
3 plasma rifle shot cause 2.5 wounds (which is 2.5 dead marines!) and 3 missile pod wounds cause 2.5 wounds which causes 0.8 marines to die.
Thats 3.34 dead marines (roughly) in total. In optimum range, no cover.

My suits do more damage (at slightly closer ranges) for waaay less points. Against TEQ's the Plasma rifle/missile pod varients may win-out due to better saves vs flamers (still denied vs plasma) and small squad size relating to poor template coverage.

Your suits do make much better use of markerlights but somtimes require markerlights to be any-where near as good, the uses are BS upgrades and cover-save reduction respectively.

Lastly my deadicated anti-troop suits can also serve as dedicated anti-tank suits (assuming you get spare 4 marker-light shots or 2 markerlight hits per squad) with BS3-5 fusion guns. Oh and if your worried about engaging things at range, this is why you have deathrain missilepod suits!

patrickparker1224 wrote:On the hammerhead, i have never used one or the Sky Ray, do you think they are a good vehicle to take?
and also how good are the Sniper Drones?

Sniper drones can provide good anti-meq firepower, but if you field enough twin-linked flamer templates, missile pods and Sub-munition hammerhead ioncannons, you will be fine without. They are very resistent to incoming fire but very vunerable to stray blast templates, infiltrating (and scouting) snipers and even single-casultie looses which incur a Leadership test on LD8.
Skyrays; The seeker missile just isnt worth while - For 10pts its BS5 compared to the BS3-4 of other races but it needs to hit twice (Usually the first on bs3, due to the markerlight) and it is limited to the range/position of your own markerlights so the range isn't really unlimited.
Railgun hammer heads; Great at taking out any T4 infantry and excellent at killing all tanks but better at heavier tanks as missile pods and the like are better designed for smoke-popping transports.
Ioncannon hammer heads; Great transport killers and good at killing MEQ>worse infantry and they also provide a cheap way to field distracting AV13 front armour vehicles to help keep those fishes alive longer.

This message was edited 1 time. Last update was at 2009/11/02 00:43:08


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Longtime Dakkanaut




Thing with Crisis suit configurations is that experienced players will give you wildly different opinions about their loadouts. Some prefer them "lean and mean" - Missile pods and flamers (either of them Twin-linked) or Burst cannons, cheap & effective. Some load them up with wargear, Shield drones, Plasma rifles etc. Which is better approach? Beats me. Just experiment yourself. As a note though, most people find Shas'O and Shas'vre upgrades as waste of points. Cheaper alternatives tend to be more economical.

Sniper drones and Sky Ray suffer from one basic problems...they have no Railgun. Tau can get Railguns only for Heavy support slots, so non-Railgun HS choices have tough time competing there. Sky Ray is IMHO ok but not great choice - people who use them say that its Markerlights are actually far more important than the Seekers it carries. Seeker missiles can instant-kill many tougher troops though...

Pathfinders are really effective with Markerlights and really ineffective with Rail rifles, so that's one no-brainer right there. I haven't used much Sniper drones, they might work as a "bait" unit in a gunline type army, esp. against MEQ.

Marker drones are very expensive and probably not worth it, unless part of a Stealth Suit marker team (and even then it's questionable).

Mr Vetock, give back my Multi-tracker! 
   
Made in us
Water-Caste Negotiator




I'll keep this pretty brief:

pretty much, there are 3 reasonable suit builds.

plasma/missile is a go-to swiss army knife suit that can handle any given target you want it to kill. It's expensive, but for a reason. most of your suits should be configured this way.

Twin-linked missiles are a personal favorite of mine, but they are taken as support for fireknives, not replacements. you use them because they shave points, and they can still hurt transports. if you take nothing but these guys, you'll have a serious problem the moment you play a mass-plague bearer list/ plague marine list/ TEQ heavy list because you simply won't have any tools to deal with them.

Burst/missiles is an alright anti-horde suit, and is cheaper than plasma/missiles, but like twin-linked missiles, it doesn't have a good way of dealing with 2+ saves, toughness 5 foes, feel-no-pain units... in short, you take it to shave points, again.

While rzaerous's math is technically correct, he fails to note that markerlights completely change the math - units of plasma/missile suits can and will kill marines in huge numbers once you start using markerlights to increase BS and reduce cover saves. additionally, twin-linked flamer suits will have a much harder time getting in optimal range, will likely die to a counter charge to whatever survives the shooting phase, and (this is critical) are pretty much useless again single-model units. monsterous creatures dislike missile pods, but missile pods alone aren't going to kill a lash prince before it gets off it's power and drags suits to a plasma/assaulty death.

If I had to go with a cheap build? take 2 squads of plasma/missiles (it really fething works), and one squad of twin-linked missiles as a "clutch" unit while you get back into playing the army. While I understand that plasma is bad for other armies since they have other, superior ways to deal with TEQ's and FNP units, for tau, it's the only game in town, and you can make it hurt much worst than other armies once you start landing markerlights.

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

-From "The 7 Habits of Highly Successful Pirates" 
   
 
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