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![[Post New]](/s/i/i.gif) 2010/01/21 17:34:20
Subject: 2000 Tau revised and competative (I hope)
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Regular Dakkanaut
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This is a refined list from a previous one I’ve posted and I think this will be slightly more effective. It’s based on the premise of a sizable alpha-strike on turns 1 – 2 involving large salvoes of seeker missiles to rear armor from turbo boosting piranhas. I’ve had a fair amount of success already with the list against a very tough opponent (see my batrep in 2000 Tau VS Eldar for specifics). I think the amount of str 8 ap 3 shots will give me a lot of power against the new tyranids while still being a strong mobile force that has layers of sacrificial units to keep the important ones out of CC.
Changes from the previous list include dropping an HQ for an extra squad of 2 fireknives, dropping down to a single flechette discharger on the piranhas (as the INAT FAQ only allows one to apply) and bumping the pathfinders up to 8 (from 7).
HQ
Shas’el – 132
Missile Pod
Airburst Frag Projector
Targeting Array
HW Multi-Tracker
HW Drone Controller
Shield Drone x2
Bonding Knife
Troops
Fire Warriors x6 – 60
(steals pathfinder fish)
Fire Warriors x6 – 60
(steals pathfinder fish)
Kroot x11 – 77
(I had 7 points at the end of the list and just got 1 more kroot lol)
Elites
XV8 Deathrain x2 – 94
T/L Missile Pod
Flamer
(generally joined by shas'el not sure if he's better here or in the other small fireknife squad, may vary depending on which squad I want to survive better)
XV8 Fireknife x3 – 226
Plasma Rifle/Missile Pod
Multi-Tracker
Team Leader
HW Drone Controller
Shield Drone x2
Bonding Knife
XV8 Fireknife x2 – 124
Plasma Rifle/Missile Pod
Fast Attack
Pathfinders x8 – 181
Devilfish w/ Disruption Pod
Pathfinders x8 – 181
Devilfish w/ Disruption Pod
Piranha x4 – 380
Fusion blaster x4
Flechette discharger x1
Targeting array x4
Seeker Missile x8
Disruption pod x2
Heavy Support
Sky Ray – 155
Multi-Tracker
Targeting Array
Disruption Pod
Burst Cannons
HammerHead – 165
Railgun
Burst Cannons
Disruption Pod
Multi-Tracker
HammerHead – 165
Railgun
Burst Cannons
Disruption Pod
Multi-Tracker
And that’s the list! Criticism and critique is welcome! Thanks in advance.
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This message was edited 1 time. Last update was at 2010/01/21 22:29:15
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![[Post New]](/s/i/i.gif) 2010/01/21 20:36:11
Subject: 2000 Tau revised and competative (I hope)
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The New Miss Macross!
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if i were facing your army in any type of game (whether objective bases or killpoints), i'd focus on the troops choices. they're small so they give up KP easily and without them you can't claim anything. i'd beef up the troops section.
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![[Post New]](/s/i/i.gif) 2010/01/21 20:58:48
Subject: 2000 Tau revised and competative (I hope)
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Water-Caste Negotiator
Lafayette, IN, USA
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Agree. Drop some Pathfinders or a Piranha to get more fire warriors.
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![[Post New]](/s/i/i.gif) 2010/01/21 21:11:55
Subject: 2000 Tau revised and competative (I hope)
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Regular Dakkanaut
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I've had a lot of people tell me that but so far but it comes down to careful placement and protection for those 3 troop choices and I've yet to have any troops die in the first 4 turns.
If my opponent really dedicated all their fire to bringing them down then I'll have a good shot at tabling them before the game is over unless I just roll horribly.
Also I find the Tau troops one of the weakest sections of the codex so I've gone to great lengths to limit my investment in them and have come to rely on the weight of fire I can bring in other FOC slots.
This list currently has 2 railgun shots, 8-10 seeker shots, and 14 missile pod shots on turns 1 and 2 for anything around 36" and closer, barring landraider spam I'm fairly confident in my ability to get rid of most transports and a fair number of medium tanks before they are able to bring their firepower to bare. And for said LR spam I have blocking piranhas with meltaguns on the nose.
Don't get me wrong, I understand the weakness in my troops department and go to great lengths to protect them in a variety of ways.
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![[Post New]](/s/i/i.gif) 2010/01/21 21:19:14
Subject: 2000 Tau revised and competative (I hope)
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Irked Necron Immortal
Columbia, South Carolina
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Ok, so you don't like our advice...what exactly would you rather we hate on? I think I could work up something on the Skyray if I'm not allowed to comment on your troops. You should be finding much smarter ways to use markerlights than shooting a missile.
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2000 pts
6000 pts
3000 pts
2000 pts |
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![[Post New]](/s/i/i.gif) 2010/01/21 21:40:17
Subject: 2000 Tau revised and competative (I hope)
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Regular Dakkanaut
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Wasn't expecting the snark but if you have something constructive to say about HOW I should beef up my troop section that doesn't detract from my firepower I would be grateful.
For example, would I get more milage out of dropping my skyray for another 6 fw in a fish? More kroot? I don't have any hounds to add.
If you want to comment on my troops please do but I would also appreciate a suggestion on what else should be changed to accommodate the extra points needed in the section.
Also in general I would agree there are often better ways to use a marker light than to fire a missile, however I suppose I should mention that I only really do that when I'm getting some tasty rear armor shots. The point of the piranhas as a delivery mechanism for seeker missiles is so that when I turbo boost behind whatever is rushing toward me I not only have a 4+ save but I can still launch those missiles. They're for versatility more than anything.
I'm sorry for not being more clear in the beginning.
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![[Post New]](/s/i/i.gif) 2010/01/21 22:15:23
Subject: 2000 Tau revised and competative (I hope)
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Fixture of Dakka
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I'm not a big fan of skyrays...maybe drop it for 2 broadsides...You've got enough seeker missiles on the piranhas...
As for the troops, meh; do whatcha like, you're probably planning on mounting them in the pathfinder fish, right?
Maybe drop one kroot for a hound.
I'd probably infiltrate with the kroot and join the HQ with the deathrain squad.
Just some thoughts.
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Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2010/01/21 22:15:40
Subject: 2000 Tau revised and competative (I hope)
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Irked Necron Immortal
Columbia, South Carolina
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Simply put, more firewarriors. If it were me, I wouldn't have a skyray and I'd use that to add more firewarriors. I've used the fireknife configuration in the past, however, I've recently switched to plasma/fusion gun so I can really pick on heavy infantry. I'd also make one of those crisis suits a bodyguard and boost their BS to 4 (using a targeting array). It gets expensive, but it removes a killpoint and I think you get a better unit out of it. I can't comment on the kroot as I've never used them. I hear good things though.
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6000 pts
3000 pts
2000 pts |
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![[Post New]](/s/i/i.gif) 2010/01/21 22:47:11
Subject: 2000 Tau revised and competative (I hope)
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Dangerous Skeleton Champion
Canada
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Consider dropping something small to give your pathfinders leaders with bonding knives. It depends on your preference, but it certainly reduces the chances of them running off the board (slightly higher LD and chances to regroup if under 50). Still, ultimately its up to you. All I know is that people like to pick on the T3 4+ save guys that really help your army, and shoot them up.
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![[Post New]](/s/i/i.gif) 2010/01/21 22:48:06
Subject: 2000 Tau revised and competative (I hope)
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Regular Dakkanaut
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I edited the list so it's a little more clear what goes where.
I'm a little wary on having 2 broadsides without any support as they would be bare bones and wouldn't have a drone for lascannon hits, though maybe a monat broadside (I tend to run one that stands around 100 points for ASS, team leader and a single shield drone). That would give me 55 points to spend elsewhere. . . on something?
I've gotten a lot of use out of broadsides in the past so it's definitely something to think about.
@Sarge
I thought that a retinue still counted as a separate kill point? Also are you talking about dropping 1 fireknife from the 2 man group and then making the other a bodyguard?
I'm really worried about making more KP than necessary in an already KP heavy list, if I had the models I'd think about dropping the skyray for another group of kroot and a positional relay so I can hide a couple troops in reserve and come in more predictably.
Another thought on protecting my troops, if they come from reserve are they allowed to embark the turn they walk on? I was thinking if they can I'll park my devilfish on the backline and squeeze in a PosR so I can still have enough time to make it pretty far across the board.
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![[Post New]](/s/i/i.gif) 2010/01/21 22:53:26
Subject: 2000 Tau revised and competative (I hope)
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Irked Necron Immortal
Columbia, South Carolina
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I could be wrong, but my understanding was since you purchased a bodyguard under the Crisis Suit Commander entry they count as 1 KP because the Commander and his buddies are a single unit. Downside being he loses his IC status.
Yes you are allowed to embark the turn you walk on. You will not be allowed to disembark that same turn though.
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6000 pts
3000 pts
2000 pts |
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![[Post New]](/s/i/i.gif) 2010/01/21 23:00:09
Subject: 2000 Tau revised and competative (I hope)
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Human Auxiliary to the Empire
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I play tau as my main army, and have a reasonable idea of what works and doesn't, i normally play vs SM,SW or Necs so all heavy stuff in 2000 - 2500 point games, id say take more troops as if i was anyone playing you, id just shoot the living daylight out of them or lock them in cc with deepstrikers etc, those 23 troops wouldn't see much play atall as there is a 2/3 chance when playing that your going to be going for objectives, and if you have no troops, aslong as i hold one objective i can sit and camp from then on in, in analation small troops squads and no armour troops are easy kill points. Personally in a 2000 point game i run 3 12 man fw teams or 2 12 man and 2 6, and 2 or 1 10 model kroot teams respectively
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Armies played
+/-3500 pt Tau
+/-2500pt Necron |
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![[Post New]](/s/i/i.gif) 2010/01/22 00:21:21
Subject: Re:2000 Tau revised and competative (I hope)
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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I actually think you're really weak on anti-tank. :(
Your piranhas are great anti-tank, but can only kill one vehicle per turn. Hammerheads are single shot, and don't scare vehicles - their purpose is anti-horde. Outside of that, you've got some light transport popping ability with your deathrains, but no broadsides! *sigh* Broadsides are such great anti-tank.
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![[Post New]](/s/i/i.gif) 2010/01/22 05:59:28
Subject: 2000 Tau revised and competative (I hope)
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Regular Dakkanaut
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I've got to disagree dash, adding 2 broadsides may increase my anti AV 14 but by my estimates I still have a whole lot of transport popping ability and with my piranhas just being behind an enemy I can get rear armor shots with str 8.
2 Hammerheads have a decent shot at doing something to AV14 even if it's just stunning it while my piranhas should wreck another one that's incoming.
I will agree that broadsides are amazing anti-tank though
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![[Post New]](/s/i/i.gif) 2010/01/22 06:46:31
Subject: 2000 Tau revised and competative (I hope)
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Irked Necron Immortal
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Even side armor with str 8 is good enough in a lot of cases. Two Hammerheads and all those Fusion Blasters should be good unless you come up against 2+ Land Raiders...but I personally see a lot of AV 13/11/10, 11/11/10, and 12/12/10. Broadsides can be great, but Hammerheads can bring down a tank every once in a while...My Monolith knows this all too well  ...
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This message was edited 1 time. Last update was at 2010/01/22 06:46:51
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