thegrav wrote:
HQ
Crisis Battlesuit Commander 208pts
Shas'o
Linked Plasma Rifles
Multi-Tracker
Linked Missile Pods
Hard-wired Drone Controller
2 Gun Drones
Air-bursting Frag Projector
Command and Control Node
Vectored Retro-thruster
Iridium Armor
You have a few too many battlesuit weapons and support systems.
Twin-linked weapons count as 2 weapons. So all up you have 5 weapons.
Then you have the vectored retro-thrusters and the command and control node (the multi-tracker can be taken as hard-wired/wargear so it doesn't matter).
So all up you have 7 weapons and support systems, but you can only take 3.
Now this doesn't matter all that much since you can only fire 2 weapons (or 1 normal and 1 twin-linked weapon) at a time. And if you have all these weapons that you aren't using, it's better off not taking them.
Another thing is the command and control node doesn't actually do anything in 5th edition since there is no such thing as target priority.
Another thing to note is that your commander doesn't really need a twin-linked weapon since he hits on 2's already, though it might be .
As for drones, i find the best drones to take are shield drones (if you don't have any models you can convert them from gun drones and shield generators). If your crisis suit gets a
str 8 wound it's stuffed, so you definitely want drones. The problem with gun drones for the task is that your enemy can shoot you with low
ap fire to kill of the gun drones then fire the
str 8 shot to kill your commander. Shield drones use the save of their controller so they will likely survive (this is especially good with iridium armour. Also drones get an inculnerable save). Another problem with gun drones is that if you have 2, then your unit counts as toughness 3 since most of the models are toughness 2, whereas shield drones take the toughness of their controller.
thegrav wrote:
2 VX8 Crisis Battlesuit Gaurds (2) 100pts each
Shas'vre
Linked Burst Cannon
Linked Plasma Rifle
Multi-tracker
Hard wired Drone controller
2 Gun Drones
Vectored Retro-thruster
Since vectored retro-thrusters are special issue you can only have 1 in your army.
thegrav wrote:
Elites
Stealth Teams (2) 204pts
Shas'vre
Fusin Blaster
Markerlight
Shas'ui
4 normal
1 Fusion Blaster
With your shas'vre with the markerlight, you can't use a markerlights bonuses to help the squad that fired it (even only for the other squad members), though you could use it to fire a seeker missile, in which can it could be a good idea to give that Shas'vre a target lock and multi-tracker, but seeker missile aren't that good for their point cost anyway so you may be better off without the markerlight.
You will definitely want more crisis suits in your elite slots. They are one of the tau's best units and their weapon choices are very nice.
With the crisis suits including you
HQ squad, you need to be careful not to glue on the weapons since you will definitely want to change them sometimes later. A good way of exchanging weapons is with rare earth magents (mini super magnets), they are very cheap ($5.50 for 50 3mm x 1mm ones with postage in australia and probably whereever you live also). Another method is to pin the weapons on but i don't have any experience in that.
thegrav wrote:
Troops
Fire Warrior Squad 1 219pts
Shas'la (11)
Photon Nades
EMP Nades
Shas'ui
Markerlight
Bonding Knife
Rail Rifle
Hard-wired drone controller
Gun Drones
Fire Warrior Squad 2 319pts
Shas'la(11)
Photo Nades
EMP Nades
Pulse Carbine
nade Launcher ??(didn't see an point cost...)
Shas'ui
Markerlight
Bonding Knife
Rail Rifle
Devilfish
Smart Missile System
You are better off without the grenades, though it might be a good idea to give your Shas'ui a EMP in case of tank shock, when i get tank shocked it often means the end of my fire warrior squad (you can't give your squad x amount of grenades, it's either you give them all grenades or none except for the shas'ui since he can take one as wargear, i think that's how it works anyway).
The problem with EMP's is they are too expensive, and the problem with photon grenades is your firewarriors are usually always going to die in combat anyway.
As for rail rifles and grenade launchers, firewarriors can't take them. Rail rifles only pathfinders can take, and grenade launchers don't even exist.
It can be a good idea to take a transport for every firewarrior team you take (if you take pathfinders you can use their devilfish for the firewarriors) since most armies are pretty quick and you need troops alive for objective missions.
As for devilfish configuration, you ALWAYS want a distruption pod since it gives you a 4+ cover save from 12 inches away. Other good gear is the multi-tracker, , the targeting array (if you take smart missile system), flechette discharges if your against a bad armour save assaulty army.
My favourite configuration is distruption pod, multi-tracker, gun drones. It can move 12" and fire 5 shots. I also like to use the Warfish configuration which is smart missile system, distruption pod, multi-tracker, targeting array.
thegrav wrote:
Kroot Carnivore Squad 185pts
Kroot (19)
6+ Armor Saves
Shaper (1)
Pulse Carbine
Nade Launcher ??
Shapers aren't very popular for kroot. Since you can get 4 kroot for the price of 1 shaper. The armour upgrades aren't too efficient either since most weapons are at least ap6. The one thing the shaper is good for is his leadership upgrade, though that alone isn't worth the points.
thegrav wrote:
Fast Attack
Gun Drone Squadron 80pts
Gun Drones(8)
Vespid Stingwings
Stingwings (9)
Strainleader (1)
I suggest you get some pathfinders for your fast attack slots. Markerlights are very very handy (balistic skill 5 fire warriors
FTW!). Though often your opponents learn to take them out first.
Gun drones squads and vespids aren't popular fast attack choices. Vespids since they are so fragile and expensive, though their ap3 gun is very handy against 3+ saves. Gun drones are like firewarriors with pulse carbines (nobody takes them
btw) except for 2 extra points they get the extra assault phase move which can be very handy to annoy your enemies, but overall they probably aren't worth it. Saying that you should try out these units before you take my word for it, i haven't even used vespids before.
Another good fast attack choice is the piranha, it's fast, it's got an alright anti-tank weapon, but the downside is it's a bit expensive for a melta gun, it has to get close to be useful, it have bad armour, and it's gun drones count as kill points. I haven't used my one yet so i can't say from experience whether it's worth it though but that's something you have to decide for yourself anyway.
thegrav wrote:
Heavy Support
Sniper Drone Team (1) 80pts
Hammerhead Gunship 160pts
Rail gun
Gun Drones
Trying to decide if I just want to throw out the Kroot and Vespid and go more Vehicle/Sniper Heavy. Also not sure if I can do two twin-linked weapons per suit... I have the Codex but it seems to be a bit unorganized.
-Grav
I haven't used sniper drone teams before but their slowness can be a problem, though their ap3 shooting is very nice.
As for the hammerhead you made the right choice with the railgun, though for secondary weapons drones aren't very good, burst cannons are the best. For upgrades, again distruption pod, also for hammerheads multi-tracker is also very important for moving 12" and shooting the railgun. Target lock is good too.
You definitely need more in the heavy support. Broadsides especially are good (though a bit slow even with the advanced stability system which people usually take for them) since you need lots of anti-tank. A second hammerhead might also be a good idea. You probably won't need to drop those kroot and vespids to get these with the cutbacks to upgrades i suggested.
Anyway good luck with your army, for the greater good!
p.s. if your looking for more advice these two tau forums will be alot of help, i would have no idea how to play tau without them:
http://advancedtautactica.com/
http://forums.tauonline.org/