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Made in us
Whiteshield Conscript Trooper





Hello!
I'm making a new Tau army, and I'm new to warhammer in general. Can you guys help me start/build an army list? Any tips that you guys can give me? I know I want to have it based on a technological theme, lots of FW and battle suits! I also think that I will start with a 1000pt army and build up from there, I just want somthing to learn the game with. Thanks for any help!!

---------------------------------------------------------
some lists I found while looking online
---------------------------------------------------------
HQ:
Shas'el
Burst Cannon
Fusion Blaster
Multi-Tracker
Hardwired Target Lock
Hardwired 2x Gun Drone
Points: 106

Troops:
12 Fire Warriors
Bonded
Team Leader
Photon Grenades
Markerlight
Points: 162

12 Fire Warriors
Bonded
Team Leader
Photon Grenades
Markerlight
Points: 162

12 Fire Warriors
Bonded
Team Leader
Markerlight
Points: 150

16 Kroot
Kroot Shaper
LD/SV Upg
Points: 149

Fast Attack:
6 Gun Drones
Points: 72

Heavy Support:
Hammerhead Gunship
Railgun
2x Burst Cannons
Target Lock
4x Seeker Missiles
Points 195

--------------------------------------------------------

HQ
- 'el - plasma rifle, burst cannon, targeting array, h-w multi-tracker - 93
Troops
- Firewarrior team (8), Devilfish - disruption pod - 165
- Firewarrior team (8), Devilfish - disruption pod - 165
- Firewarrior team (8) - 80
Fast attack
- Pathfinder team (6), Devilfish - disruption pod - 157
Heavy support
- Hammerhead - railgun, two burst cannons, target lock, multi-tracker, disruption pod - 170
- Hammerhead - railgun, two burst cannons, target lock, multi-tracker, disruption pod - 170

This message was edited 2 times. Last update was at 2010/04/10 19:18:38


 
   
Made in ca
Lesser Daemon of Chaos





Toronto, Canada

Welcome to Dakka.
A friendly reminder: Listing points for individual upgrades is frowned upon.

Corrected example:

Shas'el (106)
Burst Cannon
Fusion Blaster
Multi-Tracker
Hardwired Target Lock
Hardwired 2x Gun Drone

In the embrace of great Chaos, I am no longer afraid, for with its power and favor, I shall become the embodiment of that which I once most feared.....Death

Chaos Space Marines: W50, L23, D17
Warriors of Chaos: W15, L2, D0
CSM 6th Edition: W19, L6, D3
CSM 7th Edition: W17, L2, D2
Kill Team: W2, L0, D0 
   
Made in gb
Willing Inquisitorial Excruciator





England

Drop the Kroot shaper, 6+ isn't going to help you much
   
Made in us
Trustworthy Shas'vre





Mt. Gretna, PA

Cool... you're my kind of person... lots of fire warriors and lots of suits.

I can tell you right of the bat that those suit configurations make me feel sick. The burst cannons should never, never go with fusion blasters! They both have completely different roles. I would suggest FB/PR or PR/MP

Also, I wouldn't tag anything more than weapon systems and a mutli-tracker onto some suits so you can conserve points.

I never really change my Fire Warriors, giving them a leader is fine for the leadership, but anything else is unnecessary, especially photon grenades. If you get assaulted, you will die no matter if you put points into those or not, and you really never want to put yourself into the position of being assaulted.

Gun drones are cool. They are always nice and can be really useful for pinning down specific targets.

Hammerheads are also fine except that I wouldn't put seeker missiles on them. I also would put on a multi-tracker and disruptions pods (list A). I also just noticed the hammerhead in list A is illegal. You can only have up to 2 seeker missiles anyways.

The second list is better than the first, my only gripe is that your commander once again has a pretty useless configuration.

 Goliath wrote:
 Gentleman_Jellyfish wrote:
What kind of drugs do you have to be on to see Hitler in your teapot?
Whichever they are, I'm not on the Reich ones, clearly.
 
   
Made in us
Fixture of Dakka





Los Angeles

Poster The Bringer's advice is good, but I'll add a couple things:
jowdy wrote:Shas'el.................
Burst Cannon.............
Fusion Blaster............
Multi-Tracker.............
Hardwired Target Lock......
Hardwired 2x Gun Drones...
Have the guns do the same thing, either anti-I or anti-T. FBs and BCs are opposites. Try PR/MP or BC/MP or FB/PR. Also the TwinLinked MP + flamer is popular ... though this goes against what I've just said.

Also, don't use Gun Drones, as the unit now has majority Toughness 3, instead of the Suit's T4, making it a lot easier to kill. Either use Shield Drones or no drones.

jowdy wrote:6 Gun Drones.
When you get more models, you'll park these guys, but at 1k, starting up, they're okay.

Concerning kroot, don't bother with the Saving Throw upgrade. I run a Shaper with large kroot units for leadership in fights.

jowdy wrote:Hammerhead Gunship......
Railgun...................
2x Burst Cannons..........
Target Lock................
4x Seeker Missiles........
Again, go with poster "The Bringer"'s advice here. Seeker missiles blow for the points cost.

--------------------------------------------------------
jowdy wrote:
HQ
- 'el - plasma rifle, burst cannon, targeting array, h-w multi-tracker - 93
Troops
- Firewarrior team (8), Devilfish - disruption pod - 165
- Firewarrior team (8), Devilfish - disruption pod - 165
- Firewarrior team (8) - 80
Fast attack
- Pathfinder team (6), Devilfish - disruption pod - 157
Heavy support
- Hammerhead - railgun, two burst cannons, target lock, multi-tracker, disruption pod - 170
- Hammerhead - railgun, two burst cannons, target lock, multi-tracker, disruption pod - 170
A far better list not needing any real C&C.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Whiteshield Conscript Trooper





You guys were saying that Shas'el had a bad config, what are some more good ones??
Thank all of you for the help!! You guys rock!

HQ
- 'el - plasma rifle, burst cannon, targeting array, h-w multi-tracker - 93
Troops
- Firewarrior team (8), Devilfish - disruption pod - 165
- Firewarrior team (8), Devilfish - disruption pod - 165
- Firewarrior team (8) - 80
Fast attack
- Pathfinder team (6), Devilfish - disruption pod - 157
Heavy support
- Hammerhead - railgun, two burst cannons, target lock, multi-tracker, disruption pod - 170
- Hammerhead - railgun, two burst cannons, target lock, multi-tracker, disruption pod - 170
   
Made in us
Trustworthy Shas'vre





Mt. Gretna, PA

Some more thoughts...

Also, not that this is incredibly relevant to these lists, but I for one would never suggest you just grab lists online. You should always think about how you like to play and who you usually play, it affects everything in your army.

If you like suits like you said you did, always remember three things. Relevant weapons, multi-tracker, nothing else. I find that, especially for commanders, it is way to easy to go overboard giving them so much cool equipment, yet I used to get my commander up to 200 points... I find that the best thing to do is to keep minimum cost suits by only taking 2 weapons and a multi-tracker. When you have your strategy fully developed and know exactly what you'll play like, it would be a good idea to add a couple things here and there as you would see it fit...

I find that even if the weapons of gun-drones aren't relevant to your commander, they are a cheap way to soak shots, especially shots that would normally instantly kill you commander, but I would only ever add them if you need your commander alive for specific tasks.

Also, in the first list, you have a severe lack of anti-heavy troops. Every Tau list needs a certain amount of PR and MP, and your first list doesn't have any of that. Your anti-heavy tank fire power is pretty decent... but not really incredible.

Also, you have an obnoxious amount of troops, I would never suggest taking that many in a 1000 point list. I would cut out one of the units. Also, take into consideration that by cleaning up your Fire Warrior units, I calculated you would save about around 120 points if you wipe them clean. This would give you a significant amount of points to either invest in more battlesuits and give yourself more anti-heavy troop power, or if you really want to, get another unit of Fire Warriors.

Keep the Kroot though. When used correctly, they are amazing! Really, going to ground in woods is one of the most hilarious things to do, because you are getting a 2+ cover save on a very low point model (not specified because of regulations....). Also, they can assault, which the rest of your army can't do.

EDIT: I'm glad to be of service. I would suggest Plasma Rifle/Missile Pod mainly. It is about the best configuration and two most similar weapon systems you can get. They are both meant for heavy troops, and both do their job well. They both also have the same range, which is a big factor. I would also suggest Deathrain, which is a TL Missile Pod. This is good because at a low cost, you can get two shots that are almost guaranteed to hit.

Btw, do you know what army you would be playing in the near future?

This message was edited 2 times. Last update was at 2010/04/10 19:46:38


 Goliath wrote:
 Gentleman_Jellyfish wrote:
What kind of drugs do you have to be on to see Hitler in your teapot?
Whichever they are, I'm not on the Reich ones, clearly.
 
   
Made in us
Whiteshield Conscript Trooper





Alright, what if I cut down the FW to like 2 maybe 3 squads of 6 with a leader? Do you think I should keep the devil fish?

I don't know exactly what army I will be facing, but I bet it will be SM or Orks
   
Made in ca
Lesser Daemon of Chaos





Toronto, Canada

I think Devilfish are important for FWs. They won't last a round without one.

In the embrace of great Chaos, I am no longer afraid, for with its power and favor, I shall become the embodiment of that which I once most feared.....Death

Chaos Space Marines: W50, L23, D17
Warriors of Chaos: W15, L2, D0
CSM 6th Edition: W19, L6, D3
CSM 7th Edition: W17, L2, D2
Kill Team: W2, L0, D0 
   
Made in nl
Fresh-Faced New User




I disagree with you, mizzri. By deploying them into cover they'll survive until the end of the game. (Because they will be attacking first if charged)

 
   
Made in ca
Lesser Daemon of Chaos





Toronto, Canada

je-we wrote:I disagree with you, mizzri. By deploying them into cover they'll survive until the end of the game. (Because they will be attacking first if charged)


And if the Objective isn't in cover?

And if FW ever win a close combat I would be shocked, even striking first.

This message was edited 1 time. Last update was at 2010/04/10 20:46:05


In the embrace of great Chaos, I am no longer afraid, for with its power and favor, I shall become the embodiment of that which I once most feared.....Death

Chaos Space Marines: W50, L23, D17
Warriors of Chaos: W15, L2, D0
CSM 6th Edition: W19, L6, D3
CSM 7th Edition: W17, L2, D2
Kill Team: W2, L0, D0 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Here's a few pointers:

Missile pods are excellent you should take them on most of your suits (ditto Plasma rifles).

Shas'el is agood choice needs TA MT and normally an AFP for horde control with a MP as back up.

Burstcannons aren't great on suits unless you know you're up against horde or footsloggers.

The "fireknife" pattern suit is the most competitive nuild for an all comers list that is Plasma rifle missile pod and multitraker. Deathrain with twinlinked missile pod and targetting array is another solid choice particularly in a mech heavy meta (which pretty much all 5th ed is).

FWs should never ever take photon grenades up any circumstance!! They make you army worse. Once your FWs are in assault they are dead it's just a matter of when. You want that when to be as soon as possible so you can shoot at the assaulters in your turn. Should they survive (or at least not run from) the initial assault they won;t survive a 2nd turn (i.e. your turn) meaning the enemy is then free to assault you again and you'll never get a chance to shoot at him!

In terms of broader schemes my advice is at least 1 railgun per 500 points. If you are taking a tank tank 2, 1 will get prioritised and destroyed you need 2 for duel threat and redunancy.

Broadsides and suits need shield drones to survive.

FWs need devilfish but don;t be worried about giving them the pathfinders fish to ride in.

The first list is truely woeful the 2nd list has some good themes but needs crisis suits vomitted all over it. At 1,000 points 2 FW teams in fishs is fine. So I'd cut a team and spend those 165 points on 3 crisis suits and givng the Shas'el a missile pod for the burstcannon, I'd also advise all you suits have either a plasma rifle or missile pod at all times and most of them to have both!

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in nl
Fresh-Faced New User




You should give the Shas'el at least two weapons.
Try giving him an airbursting fragmentation launcher or
if you want to only take one weapon, make the burst cannon twin-linked and take no targetting array.
This is cheaper and you'll have a greater chance of hitting. I'd also take bigger teams of fire warriors with a shas'ui.
If you take the shas'ui you also could take a markerlight drone, but i'm not a big fan of this. (I think they're way to expensive). Also try thinking of taking a flechette discharger instead of the disruption pods.
With the two armies that excel in cc, it'll definetly be worth the 10 points it cost.

 
   
Made in us
Trustworthy Shas'vre





Mt. Gretna, PA

Mizzri wrote:
je-we wrote:I disagree with you, mizzri. By deploying them into cover they'll survive until the end of the game. (Because they will be attacking first if charged)


And if the Objective isn't in cover?

And if FW ever win a close combat I would be shocked, even striking first.


You just can't account these things before the game...


Also, you really have no chances of winning a combat even if you do hit first. Fire Warriors die hard in CC.

Also, Fire Warriors have a decent save, and they should stay alive if you are smart, with or without a Devilfish.

Devilfish have both advantages and disadvantages, and it all comes down to how you play if you want them or not.

This message was edited 1 time. Last update was at 2010/04/10 20:49:56


 Goliath wrote:
 Gentleman_Jellyfish wrote:
What kind of drugs do you have to be on to see Hitler in your teapot?
Whichever they are, I'm not on the Reich ones, clearly.
 
   
Made in nl
Fresh-Faced New User




to Mizzri, have you ever thought of kroot taking objectives.

(How do you make a box with ... wrote)


Automatically Appended Next Post:
I didn't say they should win the combat,
they just have to survive long enough
until a squad of kroot joins the combat

This message was edited 1 time. Last update was at 2010/04/10 20:57:00


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





I disagree with you, mizzri. By deploying them into cover they'll survive until the end of the game. (Because they will be attacking first if charged)


Just to let you know scouts in a LSS can assault you on turn 12 and have grenades so attack first even if you're in cover (not that attacking first particularly helps Tau). Here's the maths on 5 assaulting you with a PF Sarge (standard lay out) assume 12 FWs with 'ui and we'll assume the heavy flamer on the LSS targets a different unit (as anything under the template is dead on a 2+ no saves at all).

5 BP shots 4+ to hit 3+ to wound 4+ save = 1 dead FW

12 attacks at I4 hitting on 3+ wounding 3+, with 4+ save = 2.6 dead FWs lets round down to 2.

9 FWs left = 10 attacks hitting 4+ wounding 5+ saving 4+ = 1 dead scout (if you're lucky).

Sarge 3 attacks 3+ to hit 2+ to kill = 2 more dead Fws. You've lost combat by 3 so your Ld is 3 which you'll most likely fail and then I'm I4 vs I2 for the roll off chances are you're either wiped out or at best chased off the board with 4d6 flee distance before you'll get a chance to rally...

Cover really doesn't help you hugely even against a very weak attack of 5 scouts (I run mine in conjunction with Pedro so it would be 4 attacks each at which point you'd be butchered).

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in nl
Fresh-Faced New User




You forget the tau shooting phase,
there won't be scouts left to charge


Automatically Appended Next Post:
Also, the cover is more for the cover save rather than attacking first.

This message was edited 1 time. Last update was at 2010/04/10 21:03:05


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





You forget the tau shooting phase,
there won't be scouts left to charge


If I go first you don't get a shooting phase (45" first turn charge range). If I go 2nd they outflank and guess what? You still don't get a shooting phase before you're in assault with the scouts...

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in nl
Fresh-Faced New User




With some bad luck you'll outflank at the wrong side of the field


Automatically Appended Next Post:
I think i don't like scouts (as enemy)

This message was edited 1 time. Last update was at 2010/04/10 21:07:51


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





With some bad luck you'll outflank at the wrong side of the field


So you're relying on a 1 in 3 chance AND first turn chance to keep your FWs alive... What about the 5 in 6 games where that won't be the case (in 3 I go first in 2 I outflank on my preferred side and that's assuming I'm only using 1 LSS squad which I wouldn't).

Give them a fish and I crump it with my powerfist if there is an explosion I'll probably take a casualty you'll probably take 4 but that still leaves 8 to rapidfire at 4 scouts with ML support those scouts are toast. If I only wreck it that leaves the full 12 to rapid fire at my 5 scouts even without ML support on average you'll kill 4. If you keep that fish moving there's a decent a chance I won't even crump it in assault!

Trust me you need that fish unless you can rely on intact buildings being objectives in your deployment zone.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Trustworthy Shas'vre





Mt. Gretna, PA

This is the wrong thread for tactics. Keep it to suggestions for the improvement of these lists.

 Goliath wrote:
 Gentleman_Jellyfish wrote:
What kind of drugs do you have to be on to see Hitler in your teapot?
Whichever they are, I'm not on the Reich ones, clearly.
 
   
Made in nl
Fresh-Faced New User




if my FWs are in reserve you can't charge them, so then you would assault another unit (probably kroot) and then my fire warriors will turn up just after you killed the kroot to kill your 5 scouts.

 
   
Made in us
Whiteshield Conscript Trooper





thank you Bringer :p
   
Made in nl
Fresh-Faced New User




Sorry... about the list, try taking three stealthsuits with a fusion blaster, they're rather cheap (consider this 3 battlesuits 2 with a burst cannon and one with a fusion blaster and additional support systems, that will be at least 133, three stealthsuits are only 92) and enemies can't fire from far away.

This message was edited 1 time. Last update was at 2010/04/10 21:30:41


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Yeah we can all say we do this you do that (wouldn't bother assaulting your Kroot I'd just toast them with the flamer and assault your tank) if you hold all your FWs in reserve that trust me will cause you even more problems especially as they don't have rides.

The point is you need far more suits and you need to go all mech, gunline Tau simply doesn't work against 5th ed codexes, reserve gunline Tau will never work against anything ever.

Lots of things can assault you without giving you a single chance to shoot them, and even more things can assault yo giving you only 1 chance to shoot at them. This is why you need to stay mobile to make it as difficult as possible for them to assault you. And for you to survive the assault and have options to respond to the first wave hitting you. Hiding in cover won't help you unless it is an intact building (which is basically an immobile vehcile) even that only offers minimal protection (depending what you're up against).

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
 
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