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Made in us
Guard Heavy Weapon Crewman




HQ
-Shas'el (1): PR, CIB, TA, MT, Stims.
ELITE
-XV8 (1): BC, PR, MT.
-XV8 (3): BC, MP, MT, Team leader, Bonded.

TROOP
-Kroot (16): 10 Kroot, 6 Hound.
-Kroot (16): 10 Kroot, 6 Hound.
-Fire Warrior (12): Shas’ui, Bonded.

FAST ATTACK
-Pathfinder (6)
Devilfish (1): DP.

HEAVY SUPPORT
-Hammerhead (1): Railgun, 2x BC, MT, DP.

Points: 997
Models: 57

This began as an anti-horde list, but I recently learned I'm going to be up against both orks AND necrons on a regular basis. Polar opposites! What could be worse for the specialist Tau...

Originally I had 2 units of 2 firestorm suits each, but as you can see here one unit has been split into a plasma/cannon to go with the 'el and the remaining suit was consolidated with the other firestorm unit. Was considering making them all fireknife, but just too expensive I think in 1000pts and too much of a loss in firepower against the hordes. We will see I guess!

The last 3 points will probably go to a blacksun filter on that firestorm team leader since 3 points can't buy anything else.

FYI I've never played against necrons in my entire 40k gaming life so I really don't know what to expect other than marine-esque stats and low model count. Should be a fun experience.

Blessed is the mind too small to doubt. 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Shas'o Nom Nom wrote:-XV8 (3): BC, MP, MT, Team leader, Bonded.
You may want to change the Burst Cannon and Multi-tracker for a twin-linked flamer. You'll get more kills on necrons & orks alike at Burst cannon (Ish, slightly closer) ranges.

You may find that instead of the twin-linked flamers, using normal flamers & twin-linked missile pods may help you deal with transports (like trukks) and fast mobile skimmers (like destroyers) - If thats what you run into alot.

 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
Fixture of Dakka





Feasting on the souls of unworthy opponents

Greetings. My two most common opponents are also necrons and orks.

Specifically, necrons that use deep-striking monoliths on my gunline, and mechanized orks with a KFF and the tendency to roll cover saves against tank-killing weaponry.

I don't customize my army lists for different opponents; I've got a take all comers army list, and I suggest you give it a try. I won't tell you what to do, but here's a few things to consider:

1. Give your Shas'o or shas'el an airburst fragmentation launcher. It ignores cover and will wtfpwn either ork swarms or scarabs, but either way, having it in your list is a good idea. I pretty much always take it.

2. Helios suits are Fusion/Plasma/multi-tracker. These take down necrons instantly, and also can take down Ork vehicles. I always have a unit of three of these in my army list.

3. Why don't you consider Broadsides instead of Hammerheads? Twin-linked railguns can punch through battlewagons, trukks, deff dreads, monoliths....you name it. And when the vehicles are gone, they're great for insta-killing necron lords, warbosses, nob bikers, whatever else you like. They're so much better than a railhead. While the large blast template is nice for dealing with orks out in the open, the railgun shot isn't nearly impressive enough, and you can replicate anti-swarm elsewhere in your army.

4. Take a few flamers on a couple of suits. I like taking a fusion/flamer suit or two (not together) in my army as a reserve / deep-striking / suicide / backup. I'll deep strike them behind enemy lines to kill a tank. Do what you want for flamers, but have a couple in your pocket.

5. I love snipers. I pretty much always have a heavy support dedicated to snipers. STR6 Ap3 sniper drones, each unit capable of putting down necrons with no armor saves, or popping a trukk, or insta-wounding a nob/warboss. Just as valuable, they cause pinning tests. There's nothing like making a squad of necron warriors or a nob squad hit the deck and stay there.

Don't be afraid of using your firewarriors to kill stuff. 12 firewarriors can rapid fire 24 shots, which is as much crowd control as you could ever need. Even if you only take TWO troop choices (I take 3-4 in an 1850 list), and drop a single markerlight on whatever you're going to fire at, you've got 24 shots hitting at 66%, and wounding 66% that's statistically 11 dead orks for a single unit shooting.

   
Made in us
Guard Heavy Weapon Crewman




Awesome, thanks to both of you for your input. The only models I've painted are the FW, pathfinders, fish, and a few suits I'm still converting, so it's still open to change. I'll write up a second list and playtest both this weekend. Going to experiment with more flamers and also with 2 broadsides instead of the hammerhead.

Sniper drones sound awesome but they'll probably have to wait til I shoot for 1500 pts. Glad to hear FW are good at something, from what I read people seem to think they suck.

What do you think about having more kroot than fire warriors? Originally the army was themed around mobility and infiltration but it sort of digressed after I decided to exclude stealthsuits. The bulk kroot were left over from that version of the list. If this army ends up gun-line I might switch out one squad for more FW though.

Blessed is the mind too small to doubt. 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Kroot have a place if you're going to play that kind of army. If I play a mobile list, I play a mobile list. If I play a static gunline, I do - I don't mix and match them.

People hate firewarriors because of their survivability. T3, a 4+ armor save, BS3 worst of all for a shooty army...before the advent of the new ork codex and an Ork shoota boy being 6 points to get a two shot gun, the firewarrior was the best model per points in 40k for what you got out of it. Now however, with cover and true line of sight working the way they do, its easy to get cover saves and avoid the fusillade of firepower that Tau can pour downrange.

To combat lack of survivability, people put firewarriors into devilfish and even take them in smaller units to try giving them survivability until the end of the game. Personally, I put 36-48 firewarriors on the table, and do my best to keep them in cover; I also abuse them to protect my flanks. Having a 4+ cover save is great for survivability, and my goal as Tau is to be 100% firepower, all the time. I don't understand why some people keep part of their army in reserve; that's less guns firing from the get-go.

I tend to supplement my army with markerlights too. And more often than not, those markerlights are giving my firewarriors +ballistic skill. 12 firewarriors pumping 24 rounds into an enemy unit needing 2+ to hit and 3+ to wound a T4 model isn't anything to laugh off.

   
Made in us
Sneaky Sniper Drone




Hmm, this is a difficult task to prepare for both Necrons and Orks. Personally, I've never had much luck as tau vs orks.

Here are some ideas.

bump the kroot squads up to 10 hounds if youre going to take them, that gives you I5 for sweeping advance. Yeh, its a little overkill for I2 armies, but you need to be damn sure that you will sweep when they fall back. Orks are ok if they fall back and you don't sweep, they definately won't be regrouping. But necrons, you want to take them out so they cant port the fleeing squad away to a monolith and regroup.

Another reason to bump up the hounds is that a 16 man kroot squad isnt going to go toe to toe with a 30 man ork mob. Theyre still T4 even with 6+ armor, thats going to weaken you a lot. Here's some math.

10 carnivores and 10 hounds attacking before the orks
60 attacks, 4+ to hit, 30 hits, 4+ to wound, 15 wounds, 2 save, 13 die
orks hit back(assuming slugga's) 17 orks, 51 attacks, 4+ to hit, 25 hits, 4+ to wound, 12 dead kroot.

even with a 20 man squad, you're most likely going to lose melee next turn.

As much as I hate to say this, broadsides might actually be better than a hammerhead. Normally I take 2 hammerheads and then if there's room(1500+) I take broadsides. But against necrons you have several railguns for monoliths, lords, destroyers, etc. against orks you have the smart missiles.

I would consider dropping the kroot for more fire warriors, and adding some more pathfinders. Fire Warriors are great against both orks and necrons if you do it right. BS 5 fire warriors from markerlights rape orks.

If you have to plan against both armies with only one list, I would drop all the crisis suits you have, take a commander attacked to a squad of 3 that have PR FB's, and then a squad of stealthsuits.



The main problem is that tau are not designed to fight orks. Tau go for quality of shots over quantity. A 1000 point Ork army will most likely have 100+ models on the board, theres no way you can get that many shots off.


Automatically Appended Next Post:
Dashofpepper wrote:

To combat lack of survivability, people put firewarriors into devilfish and even take them in smaller units to try giving them survivability until the end of the game. Personally, I put 36-48 firewarriors on the table, and do my best to keep them in cover; I also abuse them to protect my flanks. Having a 4+ cover save is great for survivability, and my goal as Tau is to be 100% firepower, all the time. I don't understand why some people keep part of their army in reserve; that's less guns firing from the get-go.


Yeh, keeping part of a tau army in reserve is usually a bad idea unless you are playing a reserve army like ninja tau. The only way to win as tau is to go all out on the offense, and keep basic common sense defense, like keeping infantry in cover, dont run that crisis suit in front of a lascannon, stuff like that.

Another misconception is that Fire Warriors have terrible survivability. they are slightly more survivable than average. The only reason they seem really fragile is because so many people are obsessed with MEQ armies. Eldar, Dark Eldar, IG, Orks, Chaos Deamons, Tyranids, Tau, and SoB are all either T3 or very bad armor, or in the case of IG and Dark Eldar, both. for MEQ you have 6 space marine armies, chaos marines, and necrons. Half of the game has its basic unit be fragile. 4+ armor isnt bad either, much much better than 5. not many armies have a surplus of 4 AP guns. Most basic weapons are 5 AP or worse , bolter, guass rifle, pulse rifle, shoota, lasgun, tyranid buggy guns, etc.

For what amounts to a 5 point model with a 5 point gun, FW are good for their cost.

This message was edited 2 times. Last update was at 2009/11/11 18:09:09


Tau Empire ~3.5k 26W 6T 18L,

(Sisters with IG) ~ 1000 2W 1T 1L points 
   
Made in us
Space Marine Scout with Sniper Rifle





With all the cool weapons upgrades you can give your Battlesuits i find it easy to stick magnets on the arms and guns so you dont have to stick with just one set of weapons on them and can regularly change it out depending on who your playing, this way you can make your suits anti-horde one game and MEq killers the next, unless if it is in a tourney.
   
 
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