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Made in us
Fighter Ace







Afternoon folks.

As a (relatively) new 40k player, I find myself ENTHRALLED by the possibilities a non-space marine army brings. Don't get me wrong, I love my raven guard but sometimes... you just want something different.

So, I looked at either buying Orks (I have some from AoBR) or Tau, and went with Tau because of fluff, coolness of units, and strategic challenge. So, here's a 2000 point list I wouldn't mind experienced Tau players ripping into tiny, tiny pieces.

Tau mechanized - 2000 pts

HQ
2x Shas'el - Plasma Rifle, Fusion Gun, Multitracker, 3 Shield Drones
The twin commanders of the Cadre, these battlesuits form one squad for dedicated backfield defense and quick response to high powered units such as Terminators or Monstrous Creatures

Elites
XV8 Crisis Team
Shas'vre - Airburst, Burst Cannon, Multi Tracker, Bonding Knife, Gun Drone, Shield Drone
2x Battlesuits - TL Flamer, Burst Cannon, Multi Tracker
Dedicated Anti-Infantry, this unit sets forth to put forth as many wounds as possible onto individual squads, providing necessary anti-units-in-cover fire as well, along with potential anti transport capacity with the Str 5 burst cannons.
XV8 Crisis Team
Shas'vre - TL Missile Pod, Positional Relay, Bonding Knife, Shield Drone
2x Battlesuits - TL Missile Pod, Blacksun Filter (cus they're cheap)
ranged fire support. Dedicated Anti-light-vehicle. Good at what it does, and cheap too. Also provides for ensured deployment of deep striking crisis squads and reserves when I need them as the game moves forward.
XV8 Crisis Team
Shas'ui - Missile Pod, Plasma Rifle, Multi Tracker, Bonding Knife, Shield Drone
2x Battlesuits - Missile Pod, Plasma Rifle, Multi Tracker
The firepower of fire knives... multipurpose and with the range to avoid CC.
Troops
3x 7 Fire Warriors
1x Devil fish - Disruption Pod, Seeker Missile, Multi-tracker, Flechette Discharger
The meat of the army, these three squads ride around in their transports, unloading in rapid fire range for some serious damage to the foe. The seeker missile takes advantage of the pathfinders and sky ray, while the flechette discharger discourages assaults. The other two devilfish in this formation come from the two pathfinder squads, who will use their scout move to abandon the devilfish, which will then go forth to pick up the fire warriors on the upcoming turn.
Fast Attack
2x 6 Pathfinders
2x Devilfish Equipped same as previous devilfish
Markerlight support, as well as deep strike support in the form of their devilfish, which also perform as transports for the fire warriors.
Heavy Support
Sky Ray - Smart Missile System, Targeting Array, Multi Tracker, Disruption Pod
Mobile Markerlight, frontline heavy armor, and 6 early seeker missiles to bombard high value targets
2x Hammerheads - Railguns, Burst cannons, multi tracker, disruption pod, target lock
Mobile, heavy, anti tank and horde support. the attention grabbers.

The idea is to set up two opposite firebases with the pathfinders and the hammerheads, with crisscrossing fire lanes. The sky ray and the original devilfish set up in the middle drawing attention, unloading hordes seeker missiles, and otherwise drawing attention. The crisis suits either start on the board or deep strike, depending on the mission, there to react to enemy incursions towards the fire base. Marklerlights from the pathfinders and sky ray increase BS, decrease cover saves, and generally cause problems for approaching enemies after the seeker missiles have been used. As the enemy approaches, the tanks can move, drawing attention away from the pathfinders, crisis teams can jump around through cover, and fire warriors can offload to do a tremendous amount of hits in a short period of time.

You'll note again that my HQ choices are together in one unit. This is only 5 points more than hiring a bodyguard for my first commander, and provides added wounds to the squad, while still leaving a relatively small footprint on the battlefield. Terminators and vehicle beware.

What do you think, and how would you face it?

This message was edited 4 times. Last update was at 2010/05/16 03:52:01


Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in us
Been Around the Block




Well, for starters, only commanders or Shas'Vres can take special issue items like the Pos. relay, the AFP, and CIB. I would consider a Kroot team or two instead of the third FW squad. I would also consider taking at least 1 or 2 squads down to 6 warriors with no upgrades. They stay in their 'fish and grab objectives. Its one of the few cost-effective uses for the little Shas'la. The Skyray I've never used, but I haven't heard the best things said about it. You certainly seem to have the markerlights though, so give it a try. Your anti-vehicle is very light with only two railguns and 2 non-dedicated fusion blasters. Most tau players recommend one rail gun for every 500 points, and some fusion blasters for good measure. Finally, you can't take a squad of Commanders. You might be thinking of bodyguards.

Hope that rambling chunk of advice/criticism helps .
   
Made in us
Fighter Ace





Thanks for replying in the battle reports section for one. Oh, and the the advice is ALWAYS useful.

1. But I do have Shas'vre's on all my special issue items, so that shouldn't be a problem... as far as I can tell.

2. Maybe it's something that I need to clarify in the rules but... can't two independent characters join together? If I had Commander with 2 drones and Commander with 1 Drone, they could form a squad, correct? As another option, I could take my HQ choice with the positional relay and/or the Airburst instead, but I've found that this format works out pretty well.

3. I wouldn't say I'm light on vehicle... I'm a bit light on anti AV 13 and up though. However, I figured with sheer amount of seeker missiles, two railguns, and the commanders who could fire at a vehicle together or seperate, and I'm in pretty good shape. With Burst Cannons, the Fireknives, and the Deathrains I think I'm in solid shape for anti-transport.

4. Are Kroot really that highly reccomended? Maybe I'm just not a fan of a CC unit in such a dedicated shooty army but... how useful are the Kroot in a landscape filled with such CC monsters at such basic levels as Assault Marines, for example?


This message was edited 1 time. Last update was at 2010/05/07 06:11:58


Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in us
Fireknife Shas'el




All over the U.S.

It is that the kroot shoot as well as FW "and" can take on a fair number of units in HtH. They fold against dedicated assault troops but when fielded with hounds they will suprise you.

I would describe your list as a fun casual build and there is nothing wrong with this if it is the direction your wanting to go. If you decide that you want to run lists that are more optimized then their are many threads on the subject and on the tactics to best utilize these lists.

One thing, People will tell you that you have to do one thing or another. Don't listen to them when they say this. There are many different builds for the Tau and it is a matter of finding what works for you.

Case in point, people will tell you that rail guns are mandatory but I've been successfully running a 0 railgun list for the past nine months.

Look up my 0 railgun lists and you might get some ideas for your Skyrays.

This message was edited 1 time. Last update was at 2010/05/07 06:49:38


Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

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Made in us
Focused Fire Warrior





5 miles north of Funkytown

I don't know focusedfire, I too have seen your list and have relized its potential but I do not think it would work for a novice tau player. There are soooo many things that could go wrong and making mistakes in that list can completly ruin the plan.

To OP:

Because of the small amount of railguns (I am one of the people that think you should have 1 for every 500 points, yet not for the firepower) I would suggest smushing in as many str 8 shots in the list.

To the flamer, BK teams:

Maybe switch out the BK for a fusion blaster, gives them an extra dimension and adds more high strength weaponry.
I would also suggest adding a commander to this squad for the extra leadership and a high priority target like this distracts people from the models that win you the game: FWs

To the deathrains:

Instead of blacksun filter, I would suggest flamers or burst cannons to make up for the other suits.

To the fireknives:

Iwould say add the other commander (the other would be added to the TL flamers) to this squad

I would also have to agree with Captain_Trips01 on a few points
I would get rid of one FW squad and the lone devilfish to free up around 200 points.

Maybe if you disreguard my advice about the commanders joining the squad. I would use these points for some body guards (one each?)

And you should have some kroot as they are multi-functional:

can use them as a shield for your troops, giving them 4+cover saves
Can outflank them to harass a backfield or go around an assualt style army and get them in the butt
Inflitrate foward and make the enemy go after them.
Park them in some woods on an objective and go to ground. You get a 2+ cover save, watch the enemy cry cheese

The best thing about this particular signature is that by the time you realise it doesn't say anything it's far too late to stop reading it.
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Made in us
Fireknife Shas'el




All over the U.S.

mythological wrote: I don't know focusedfire, I too have seen your list and have relized its potential but I do not think it would work for a novice tau player. There are soooo many things that could go wrong and making mistakes in that list can completly ruin the plan.


Ouch! +1 to myth.

The point I was getting at is that while advise is good, don't let people talk you out of trying new, different, or unconventional lists.

@OP- I agree with most of what mythological is saying. Only disagree with the idea of mandatory units or equipement not specified by the rules.

Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in us
Fighter Ace





Thanks for the posts guys... the advice is very useful.

2 quick questions as I adjust the list accordingly:

1. Should the Deathrain teams take multitrackers? I could drop the twin-links on their guns, giving them more firepower... at a tradeoff for ranged accuracy. That's if I give them burst cannons. However, I could also make them cheaper and just take flamers and keep the twin-links. Opinions?

2. Opinions on Krootox? I'm thinking I could pack in two small Kroot squads, and I was curious whether to have two outflanking assault ones, or one assault and one sit in cover and be shooty. If I had a shooty one, I could stick two Krootox in it and accordingly add more Str 7 weapons into the mix, which would also make that group a much larger threat, one that can't be ignored unless you want vehicles popping and GEQs insta-dying. Of course, the side consideration here is the much higher cost of a Krootox.

3. How useful do you think Vespid would be as a counter-assault unit in this list? Worth the points?

This message was edited 1 time. Last update was at 2010/05/07 19:13:09


Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in us
Inspiring Icon Bearer






I've tried the 0 rail gun list at 1k and 1250k worked well, but wasn't a vehicle heavy landscape. Did miss the good ole pie plates.

I don't like vespids, too expensive for their abilities.

Kroot. I am looking to run 2 units at ard boyz of kroot, 1 be an anchor unit with krootox and one be outflanking with hounds.

Yes krootox have high cost, but good str, 6 in cc which can give kroot transport busting ability. I apply the rist wounds on the unit to them, but if if str 6 or higher apply to lil kroot.

3000
4000 Deamons - Mainly a fantasy army now.
Tomb Kings-2500 Escalation League for 2012

href="http://www.dakkadakka.com/dakkaforum/posts/list/311987.page ">Painting and Modeling Blog
 
   
Made in us
Focused Fire Warrior





5 miles north of Funkytown

OP:

1. I would not place a multitracker on them as if you have TL and another weapon, you dont have any hardpoints left for equipment. And, you really would not need them as would would run deathrains with BF, flamer, or targetting array. No need to shoot a flamer at a chimera if you know what I mean.

2.A krootox can pack alot of punch, yet I don't run them as the krootox ruin the krootiness of it. If I wanted str 7 shots, I would pick up some missile pods. I think those kroot should be sneaking or protecting my more valuable units on the front line.

3. I heard that vespids could also be very useful, their guns make mincement of most troops. Yet beware, as if you don't kill those marines (or whatever) those vespids are

The best thing about this particular signature is that by the time you realise it doesn't say anything it's far too late to stop reading it.
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Made in us
Fighter Ace





Advice: Awesome. Thanks everyone. Without further ado.. here's list 2.0 for your perusal. The idea behind the list still holds, methinks.
Quick Question first: Do pathfinders HAVE to start in their Devilfish?

HQ:
Shas'el - Plasma Rifle, Fusion Blaster, Multi Tracker, HW Target Lock, 2 Shield Drone
Joins the Flame/Melta Squad
Shas'el - Plasma Rifle, Fusion Blaster, Multi Tracker, HW Target Lock, 2 Shield Drone
Joins the Fireknife squad

Elites:

Battlesuits x3: Shas'ui - TL Flamer, Fusion Blaster, Multi Tracker, Bonding Knife, Gun Drone
Regular Suits - TL Flamer, Fusion Blaster
These suits deep strike or seek to close as rapidly as possible, hitting massed infantry in cover or vehicles. Joined the 1 Commander to provide Leadership and hit a second target.


Battlesuit x3: Shas'ui - TL Missile Pod, Targetting Array, Bonding Knife, Gun Drone
Regular Suits - TL Missile Pod, Targetting Array
Fire support, anti transport and Monstrous creature

Battlesuit x3: Shas'ui - Missile Pod, Plasma Rifle, Multi Tracker, Bonding Knife, Gun Drone
Regular Suits - Missile Pod, Plasma Rifle, Multi Tracker
Fireknives. They hit everything, reacting to where I need their help. Again, DS or start on the board depending on the mission.

Troops:
6 Fire Warriors
6 Fire Warriors
Load into the Pathfinder Devilfish and take objectives later.
13 Kroot+Shaper
Infiltrate into cover or outflank. Lots of hard to remove shooty, with decent Leadership
10 Kroot+10 Hounds
[i]Outflanking force or counterassault. Lotsa Attacks.


Fast Attack:
2x 5 Pathfinders, Devilfish with Disruption Pod, 2 Seeker Missiles, Multi Tracker
In the first turn, Pathfinders get out of Devilfish with scout move, then Devilfish go and pick up Fire Warriors (held in reserve or in some nice cover) which wait a turn or two before booking it for objectives

Heavy Support:
Sky Ray - Burst Cannons, Targetting Array, Multi Tracker, Disruption Pod
2x Hammerheads - Railgun, Burst Cannons, Multi Tracker, Target Lock, Disruption Pods

Again, start with two firebases of a pathfinder squad and a hammerhead each to split opponent's attention, Sky ray in a lineholder and alpha striker with markerlight hits. Kroot either go and take cover or outflank for confusion. Devilfish cower in cover. Crisis suits read opponent, find a weak spot, and strike with AT, anti-transport, or anti-infantry firepower.

I'd like to experiment with Vespid or Piranhas, but I REALLY like my Crisis suits. They're what drew me to the Tau in first place, fan of ye olde Mechwarrior that I am.

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
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In Soviet Russia.... you go to Gulag.
 
   
Made in us
Sure Space Wolves Land Raider Pilot




Dallas Texas

very simmilar to the lists I run. I don't use kroot. they ahve never done anything for me. Maybe one day though.


Automatically Appended Next Post:
It will require some finesse to play. and some bad rolls from your opponent. Good luck.

This message was edited 1 time. Last update was at 2010/05/09 07:09:35


"STRIKE WITH ALL YOUR MIGHT!!!!"
2,000 points and Growing
3,000 Points and Waiting 
   
Made in gb
Been Around the Block




Personally, I would keep the Melta/Flame unit seperate to the commander. If using that configuration then I normally go for:

Shas'Ui, Fusion Blaster, TL Flamer
Shas'Ui, TL Fusion Blaster, Flamer
Cost: 90 Points

Its nice and cheap, deepstriking goodness. The different TL weapons mean that scatter is less disastrous as they are equally well equipped for infantry and tanks, and keeping it as a 2-man squad means no need for Team Leaders, Bonding, or Drones. The mixed loadouts mean that they stand a chance of surviving return fire and having a 2nd turn of firing. I wouldnt join a Helios Commander to this unit, or the larger one you proposed, as they are a bit sacrificial and ultimately wont get many shots in over the course of the game either due to range, or being promptly stamped by something after nuking a 170 point tank.

I think the Deathrain and Fireknife Squads are well laid-out, but I wouldnt join a Helios commander to the Fireknives either - you said yourself, they have the range to stay out of combat, but if they take advantage of that range then the commander is being rather inneficient. If you are of a mind to take Fireknives then I might go for combining the 2 commanders into one unit, which can act as an exeptionally powerful counter-attack unit - though anything BS5 that fires 6 low AP shots a turn is gonna be high on your opponents to kill list, so all those Shield Drones might come in handy.

Have you considered a Fireforge sqad? As in Fusion/Missile Pod. A squad of 3 of those is a really nasty sqad to move up one flank.

Kroot: The Shaper upgrade is really not worth it in my opinion. I would try taking 2 squads of 10 Kroot/5 Hounds, or maybe even - 3 x 10 Kroot.

Also remember you can deploy your Pathfinder Devilfish in front of some Fire Warriors, and have your Pathfinders get out the side and Scout move into cover. Means no driving about to pick up the Fire Warriors, especially if they are bundled up (or, if you have 2nd turn, the Devilfish blocks line of sight.

Finally, to Vagorin: I always said 'I shall never use Kroot'. Tried them a few games ago, and they ate a Psyker Battle Squadron, allowing my suits and tanks to suddenly move forward and annihilate a ton of stuff, resulting in my tabling the opponent.

Hope that helps!

Guy

*EDIT*: Was gonna add - try writing a 1750 point list. In my opinion it is at this level that the Tau excel (as in the point where the F.O.C. doesn't affect the proportion of different choices) and it is also the level where you really, really have to think about what units and upgrades you really need. My 1750 list is a bit of a work in progress for the details but it has an Ionhead, 5 Broadsides and 8 Crisis, and I'm about to put it up. Its suprising how much firepower you can pack in when you really watch the points!

This message was edited 1 time. Last update was at 2010/05/09 18:20:36


Tau W/D/L: 20/2/4

Favorite dakka quote: "At first I thought you were being stupid by splitting up your forces like that, and then I was like "stupid like a fox!" 
   
Made in us
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Los Angeles

Pvt. Jet wrote:Battlesuit x3: Shas'ui - Missile Pod, Plasma Rifle, Multi Tracker, Bonding Knife, Gun Drone
Is there a team leader upgrade for access to the BK and GDrone?

Pvt. Jet wrote:2x 5 Pathfinders, Devilfish with Disruption Pod, 2 Seeker Missiles, Multi Tracker
The points spent on seekers could easily be more FW or kroot or other things. With all of the Fusion and TL MPs in the XV8s, I don't really see why you need Seekers.

Pvt. Jet wrote:I'd like to experiment with Vespid or Piranhas, but I REALLY like my Crisis suits. They're what drew me to the Tau in first place, fan of ye olde Mechwarrior that I am.
*If* you use vespid, a full 10 can handle shooting and assaulting a broken MEq unit, of 7 or so. It'll take 'em two rounds of assault. to finish the job (maybe) and move on to the next target. But really, it rarely happened for me. They were always a, "I'm gonna go play a friendly pick up game. Let's see if they earn their paychecks" sort of thing. Too pricey & fragile for what they rarely accomplish.

"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

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Made in us
Fighter Ace





Quick Response: Yes, there are team leaders in all 3 squads.

More response to come once I prod my list a bit.

EDIT: After that last batch of advice (very useful btw. realized that any suit team who relies on getting in 12" for all their attacks IS a fire and forget group) here's some changes.

1.Keeping the commanders as is, but they're going together as a unit again. 6 low AP shots, 4 shield drones to soak up fire.
2.Changed first crisis team to only 2 suits, with a TL Fusion/Flamer on one and a TL Flamer/Fusion one the other Deep strike and forget
3. Changed Deathrain team to Fireforge... sorta. Team leader has FB,MP,MT,DC(2 gun drones),BK. 1 Suit has MP,FB,MT and the other is TL MP,FB. All 3 suits are different for wound allocation, but they bust both tanks and tranports with ease, with a little more assurance of hitting with the missile pods with the one guy twin-linked.
4. Now have 3 Kroot teams. 2 have 10 Kroot and 5 hounds for outflanking assaulty goodness. The last team has 17 Kroot to sit with main lines and be a counterassault, sit in cover and shoot stuff group. I'm tempted to get the shaper for leadership... but I get a lot more attacks from 4 Kroot as opposed to a shaper.

Comes out to 2000 points even.

This message was edited 1 time. Last update was at 2010/05/09 22:38:45


Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
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In Soviet Russia.... you go to Gulag.
 
   
Made in gb
Been Around the Block




Only a quick reply cos its half 2 and I need somne sleep - maybe drop the fusion on the TL missile pod team, and give him a drone controller and one gun drone. Chances are once you've marched into fusion reach one of the Suits will have dropped so could save yourself 12 points =]

Tau W/D/L: 20/2/4

Favorite dakka quote: "At first I thought you were being stupid by splitting up your forces like that, and then I was like "stupid like a fox!" 
   
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All over the U.S.

Take your two Shas'el and Troop-suit them by joining them both to the same Pathfinder or a 6 man Fire Warrior team. The unit will have T 4 while giving more wounds to the commanders.

You may also find that 4 man crisis teams(3 + commander) are diificult to find effective cover for with the current TLoS rules.

Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in us
Fighter Ace





Agreed on the TLoS. 3 and drones is likely much safer...

Now here's my problem with troop suiting. I lose 1 drone, and suddenly the group is back down to T3, which gives my opponent the rest of that turn to take advantage of easy wounds on my commanders. Alternately I could take the wound on a pathfinder, but they're the whole reason the commanders are there in the first place, to protect the markerlights better.

Also, I'm assuming it would be preferable to change the commander to fireknives, deathrains, or fireforges if they're going to troopsuit? Because that'll also cause some changes in my list.

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in us
Fireknife Shas'el




All over the U.S.

It has been my experiece that the volume of fire directed at these units will allow me to use wound allocation to keep the balance. I'm not saying that this makes the pathfinders invulnerable. Just less likely to be cleared or chased off of the board in the first turn. I am still working on the tactics but think there is potential.

Honestly, I think that the tactic may work best in lower point games, but it is something different that might provide flexibility in deployment.

If you don't like the idea then ignore it, as always I only give suggestions. Each person has their own playstyle and what might work for me may not for you.

Hope some of the suggestions either help or spark ideas for your own personal playstyle.

Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in us
Fighter Ace





I'm not arguing the idea doesn't hold merit... I just need to play it to try it. :p Unfortunately my initial Tau models are still in transit... so, no playtesting yet. Well, unless I can figure out Vassal. <.<

Idea: Your opinion(s) on Stealth Marker Teams? It could drastically change the composition of my list, creating an overall much more mobile setup for the army. With everything able to move 12" except the Kroot (which might outflank anyway) the army would be very hard to get a grasp on...

Also considering replacing the two commanders with a Shield'O (Shas'O with TL MP, Flamer, HW TL, Iridium, HW DC, 2 Shield Drones) attached to a 3-strong squad of BASS suits (Team leader with TL as well). Use them to hold center line rather than the sky ray. Incredibly durable, incredible vehicle popper... and more importantly, an anvil, a unit that the opponent will charge and my army can use as a trap. Yes? No? Thoughts on this?

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
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Fireknife Shas'el




All over the U.S.

@Pvt Jet-In response to some of you tactics and build strategies quesitions I'd like to point you to these threads:

http://www.dakkadakka.com/dakkaforum/posts/list/237732.page

http://www.dakkadakka.com/dakkaforum/posts/list/291137.page

Now the stealth marker teams are great but over-costed, IMO. Either the marker drones need to cost less or each markerlight hit needs to have more of an effect. You can still use them and the slots left open in your fast attacks can make for a completely different army but 280pts is a lot of points in order to get 6 markerlights.

The commander with the Broadside team works ok but you can tweek it a bit. Drop the ASS to add shield drones and then add an Ethereal. Think about it.


Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in us
Fighter Ace





Without ASS how does the squad move and shoot? You could give them plasma rifles... but that's a job better suited for their Crisis brethren.

Now, a Shield'O with 2 Shield Drones, attached to 3 Broadsides, team leader with 2 Shield Drones, and an Ethereal with one (or two) shield drones... march them up the center. Shield'O and Team leader have Target locks. Forge the rest of your army to be quick, hard hitters, and use this squad to draw the opponent's attention against multiple 2+/4+ save wounds that they can't afford to ignore... and you have the anvil of your army upon which the rest uses.

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
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Fireknife Shas'el




All over the U.S.

They don't move. Pick a spot with a commanding view of the battlefield, castle up, and let them draw every bit of enemy fire that they can.

You want the FW to be able to see the ethereal and you want the enemy to focus on this unit leaving the rest of the army relatively untouched.

Then adjust tactics accordingly.

The second part of your post shows that your got the idea, just tailor the unit to your taste/playstyle. If you want the A.S.S. then go for it. I usually used the points to put a few more wound soaking drones on but it is not mandatory.

Will tell you that this unit survived 4 full rounds of IG ordinance in an apoc game. The unit was down to 2 broadsides the etheral and the iridium commander.

This message was edited 2 times. Last update was at 2010/05/12 04:00:51


Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in us
Fighter Ace





Do you use multi-trackers on your Broadsides? If they're standing still, there's a good chance they'll need the extra 12 shots if they get charged.

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in us
Fireknife Shas'el




All over the U.S.

The drone controllers take up the one available hardpoint, sadly. You can take gundrones to increase firepower/cut costs, just make sure that the balance keeps the unit at T4.

One trick is to arm the ethereal with 2 gundrones while putting 5 shield drones and 3 gun drones on the broadsides+commander. This gives you 9 T4 model to 6 T3 models.

Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in us
Fighter Ace





Hm. Too many different lists to decide from. Argh! There's fast movers, anvil, firebase.... again, Argh!

Well, I'm having serious trouble making a list with Broadsides fit under 2k. What's the list you use with that unit at 2000? Or 1750 if you have one at that level (I could use something similar as a base and add personal flair to that last 250 points.)

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in us
Fireknife Shas'el




All over the U.S.

I'll try to get you a list tommorow, late here and my spouse says bedtime.

Until then, think Hybrid. You have an expensive bullet magnet so lighter faster things can do their jobs.

This unit is your fire base, with the others think hunting, that might help.

later

Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in us
Fighter Ace





Well, let's see how this list gets reviewed. I REALLY wanted to try some stealth teams in here but... sadly, lacked the points.

HQ:
Shield'O - TL Missile Pod, Target Lock, Iridium Armor, HW DC, 2 Shield Drones

Ethereal - DC, 2 Gun Drones

Elites:
XV8s - Team Leader - Missile Pod, Plasma Rifle, Multi Tracker, HW DC, 1 Gun Drone, Bonding Knife.
Regular Battlesuits - MP, PR, MT

XV8s - Team Leader - Missile Pod, Burst Cannon, Multi Tracker, HW DC, 1 Gun Drone, Bonding Knife.
Regular Battlesuits - MP, BC, MT

Troops:
6 FW - Devilfish - Burst Cannon, Gun Drones, Multi Tracker, Disruption Pod, Flechette Discharger
6 FW - Will use Pathfinder's Devilfish
10 Kroot - 11 Hounds - Outflank
14 Kroot - Infiltrate, Potential Outflank

Fast Attack:
6 Pathfinders - Devilfish - Burst Cannon, Gun Drones, Multi Tracker, Disruption Pod, Flechette Discharger
Piranha - Fusion Blaster, D Pod, Flechettes
Piranha - Fusion Blaster, D Pod, Flechettes

Heavy Support:
XV88s - Team Leader - TL Railgun, SMS, Target Lock, HW DC, 1 Shield Drone, 1 Gun Drone
Regular Suits - TL Railgun, SMS, DC, 2 Shield Drones each

Hammerhead - Railgun, Burst Cannons, Multi-tracker, Disruption Pod, Target Lock, Flechette Discharger

Hammerhead - Railgun, Burst Cannons, Multi-tracker, Disruption Pod, Target Lock, Flechette Discharger

Commander, Ethereal, and Broadsides set up with good board view, add Hammerheads and pathfinders to taste. FW Squad in Devilfish starts in reserve, other gets picked up by Pathfinder's devilfish.

Piranhas hold back, launch forward to pop vehicles and block pathways. Crisis suits shoot infantry, TEQs, MEQS... etc.

Kroot and Hounds outflank into something yummy. Shooty Kroot infiltrate into forest if available, or decent cover, or outflank themselves if the situation allows.

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in us
Fireknife Shas'el




All over the U.S.

Equip the commander with a posi-relay and this is almost the exact list I was running before delving into the 0 railgun list.

You should find this current list of yours fairly strong and versatile.

Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in us
Fighter Ace





Made a new list today which I think has much more killing power than my previous one. Acts as more of a mechanized gunline than a true mechanized army... there's a lot of shooty and not a lot of assaulty (assault in terms of close range fire, not CC)

First: Models I own
Tau Commander
2 Crisis Suits
24 Fire Warriors
24 Kroot
2 Devilfish
1 Hammerhead

1999 Points

HQ:
Shas'el Ky'lar - TL MP, Flamer, Blacksun Filter, Gun Drone,Blacksun Filter

Elites:
2 man Deathrain Squad - TL MP, Flamer
3 man Firestorm (MP,BC,MT) squad - Team Leader with Marker Drone, Bonding Knife
6 man Stealth Team - Team leader w/markerlight,multi tracker,bonding knife, 2 marker drones, HW TL. Within the regular squads there are 2 more markerlights drones, bringing the total to 5. This squad can sit back and be markerlight support or flank forward and rip into infantry.

Troops:
12 Kroot - 6 Hounds
10 Kroot - 2 Krootox
6 Fire Warriors - Devilfish-Multitracker,Disruption Pod, Burst Cannons, Gun Drones (Fire warriors will take cover/objective and give their devilfish to the Krootox squad. Kroot of Fury!)
6 Fire Warriors - Devilfish-Disruption Pod, Burst Cannons, Gun Drones (For Fire Warriors themselves)

Heavy Support:
3 man XV88 - Team leader w/ SMS,BASS,HW TL, HW BF, 2 Shield Drones. 2 Standard suits with BASS
3 man XV88 - Team leader w/ SMS,BASS,HW TL, HW BF, 2 Shield Drones. 2 Standard suits with BASS
Hammerhead - Railgun, Burst Cannon, Disruption Pod, Multi Tracker, Target Lock, Blacksun Filter

This army has the capability to start everything in reserve and live with it, along with a truly massive amount of firepower at solid range. The Kroot will likely play defense for the broadsides or outflank into the opponent's rear depending on the army I'm facing, and I'll use the heavy guns 72" range to make my opponent come to me where my Crisis suits will say hello. Stealth team provides a very survivable markerlight base for those targets that just REALLY have to die. Team leader has a target lock so his 3 Markerlights can potentially hit a second target. A mechanized gunline, as it were. Everything here can move to a different flank if necessary should a strong armored presence approach from somewhere.

The reasoning behind the marker drone in the Firestorm squad is that it provides the same effect as Targetting Arrays for everyone, or reduces a cover save (making their firestorm of shots much more useful) It also allows, if they fail on their Target, another unit to assist in finishing it off if the markerlight went unused.

EDIT: I should point out that, because of the size of the Stealth Marker Team and it's key role, it will likely be singled out by enemies immediately. Thus I can use their mobility as bait for my opponent's, also drawing attention away from units that cause more... physical damage.

This message was edited 6 times. Last update was at 2010/05/16 05:48:28


Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in us
Fighter Ace





Updated a new list in the post above. How's it look for effectiveness? What's it's weakness? I think Horde or maybe a TEQ army will give it problems but... I'm not sure.

This message was edited 1 time. Last update was at 2010/05/16 04:41:31


Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
 
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