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San Diego

Took Dakka's advice on the HQ, and now have a list to share with you all. I am sure that I will get amazing feedback on my choices. Thanks in advance.

PT Total: 2025

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

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

Elites
Stealth Teams (2) 204pts
Shas'vre
Fusin Blaster
Markerlight
Shas'ui
4 normal
1 Fusion Blaster

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

Kroot Carnivore Squad 185pts
Kroot (19)
6+ Armor Saves
Shaper (1)
Pulse Carbine
Nade Launcher ??

Fast Attack
Gun Drone Squadron 80pts
Gun Drones(8)

Vespid Stingwings
Stingwings (9)
Strainleader (1)

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

There is no art more beautiful or diverse than the art of Death.
3000 pts Word Bearers
3500 pts Tanith 1st & Only
UC
 
   
Made in us
Infiltrating Broodlord





Hemet, CA

I would definitely advise dropping the vespids... I do believe they are one of the most useless units in the entire game.

I will tell you what I would do against this list:

first with eldar:
Transports move flat out 1st or 2nd turn, get destroyed, and squads will most likely survive and get into assault.

With my wraithlord/avatar, footslogging, war walker list the missiles would wreck the very few vehicles and leave infantry almost unsupported. Fortuned avatar/wraithlord move up with avengers and infiltrating scorpions.

With bugs:
4 squads of infiltrating genestealers collapse around the entire army while carnifexes w/FNP move up to get into the fray.

Massive hordes of gaunts, warriors, and venomthropes move up with outflanking genestealers and a trygon. Again, there isn't really a lot of firepower there to take down either a lot of small things or a lot of big things.

I would advise vehicles to keep things mobile because what you have is a castle army that in today's metagame could be collapsed upon very easily. Snipers are great, but for me they just don't seem to do all that much for their cost.

If you're going to keep a static line, what throw away units will you have to stave off assaulting units so they can be shot at in your turn?


Tired of reading new rulebooks... Just wanting to play. 
   
Made in us
Unhealthy Competition With Other Legions





San Diego

Kroot would be my throw away. I am honestly trying to just get a baseline army I can test and start to work on from there. Looking to create a balance between anti-troop and anti-vehicle. I can see your counter armies and attacks but I fail to see how that is to help me. If this game were to happen I would be trying to stop your every move to destroy my army..

Are you advising more battlesuits and Vehicles?

This message was edited 1 time. Last update was at 2010/06/20 07:26:39


There is no art more beautiful or diverse than the art of Death.
3000 pts Word Bearers
3500 pts Tanith 1st & Only
UC
 
   
Made in au
Fresh-Faced New User




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/

   
Made in us
Fixture of Dakka





Los Angeles

A lot of this parallels Joshua K's advice.

One thing about Gun Drones and Crisis Suits: If there are more GDs than suits, then the majority Toughness is used at the GDs' sorry level, making it easier to score wounds on the unit. When you used ShieldDs, then the Toughness is the same as the Crisis Suit controlling them, harder to cause wounds. Pretty much, never have GDs accompany Suits.

thegrav wrote:Shas'o Linked Plasma Rifles Multi-Tracker Linked Missile Podsr
As Josh pointed out, this load-out is not legal. Try this instead: Shas'O - PR/MP/MT hwDC 2 Shield Drones. The Shas'O's shooting will hit on 2s and it's what I use. Try not to spend anymore than about 150 points on a Shas'el/O.

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
Try this instead: XV8 - BC/PR/MT. No drones. No 'vre' upgrade neither as their Stat increases yield no difference in h2h with MarineEquivalent units.

thegrav wrote:Stealth Teams (2) 204pts
Shas'vre
Fusin Blaster
Markerlight
Shas'ui
4 normal
1 Fusion Blaster
I used to run Stealths with FBs, but this splits their purpose either anti-Infantry or anti-Tank. It's awfully pricey to have 2 FBs shooting and 4 BCs doing nothing. They're best run as all BCs, Bonded. A nice unit dedicated to anti-I. I did tear off the FB bits and repaint the BCs and glue those on.

thegrav wrote:Shas'la (11) Photon Nades EMP Nades
Shas'ui Markerlight Bonding Knife Rail Rifle Hard-wired drone controller Gun Drones
The complete nooB FW loadout.

I run a crew of 12, with Team Leader, Bonded. No drones, no MLs. And *most* veteran tau players run them as such or a minimal crew of 6, not bonded.

thegrav wrote:Devilfish Smart Missile System
As Josh pointed out, this isn't optimal. 'Fish are generally run two ways:
D'fish - DisPod - the Dumbfish. It's okay.
Warfish - SMS, MT, TA, DisPod - a 7 die gunboat that can move up to 6" and fire both the BC and SMS. It also is one less Kill Point, because the Gun Drones are gone.

thegrav wrote:Kroot (19) 6+ Armor Saves Shaper (1) Pulse Carbine Nade Launcher ??
'Nade Launcher? Run your kroot either a min 10, or a large group, say 14+, with the Shaper for leadership. The 6+ is kinda pointless.


thegrav wrote: Gun Drones(8)
Vespid Stingwings Stingwings (9) Strainleader (1)
Here, I'll disagree with Joshua. I have used Vespid. They're delicate, but can help mop up a broken Marine unit. I don't always include them.

Use the GDs for a 'screen' to protect the Crisis Suits, Sniper Team or FWs squatting an objective.

thegrav wrote:Hammerhead Gunship
Always run a HammerHead it with these: MT and DisPod. Then, either the two BCs or the SMS. I add Target Lock so the BCs or SMS can shoot at infantry and the RailGun hits a tank. Don't run GDs on the tank, as they add an easy Kill Point opportunity for your opponent.

Have you been looking over other lists?

I second Joshua on the AdvancedTauTactica.com. Read and read. It'll improve your tau game dramatically.

This message was edited 1 time. Last update was at 2010/06/20 18:39:19


"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 
   
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San Diego

Haven't even purchased anything save the codex, which is a bit bass akwards it seems. One of the reasons I made a few noob Tau Mistakes. I will look into all of your advice guys thanks.. updated list INC.


Automatically Appended Next Post:
PT Total: 2149(A little fat...)

HQ
Crisis Battlesuit Commander 162pts
Shas'o
Plasma Rifle/Missile Pod/Multi-tracker hw
Hard-wired Drone Controller
2 Shield Drones
Air-bursting Frag Projector
(Made him Legal! Thought that was too weapon heavy I read the book wrong it seems. Anyway, also on over-whelming tactical advice took the SDs instead, and dropped the Armor no reason to cut my speed just to get 2+, when I have the SDs instead.)

2 VX8 Crisis Battlesuit Gaurds (2) 73pts each
Shas'vre
Burst Cannon\Plasma Rifle\ HW Multi-tracker
Bonding Knife
(Looks like they have to be 'vre)



Elites
Stealth Team Alpha 255pts
Shas'vre
Burst Cannon
Bonding Knife
Targeting Array
Shas'ui
Burst Cannons
Targeting Array

XV8 'Crisis' Team Isis
Shas'ui Leader(Anti-I) 101pts
Flamer/Burst Cannon/Cyclic ion Blaster/Targeting Array/hw Drone Controller/hw multi-tracker
Bonding Knife
2 Gun Drones
Shas'ui 2 72pts
Plasma Rifle/Missle Pod/Targeting Array/hw Multi-tracker
Shas'ui 3 (Anti-Armor) 78pts
Linked Missle Pods/Targeting Array/hw Mult-tracker/hw Drone Controller
2 Gun Drones
(Added suits, dropped the Second stealth team, torn by tactics here... considering having two battlesuit teams one for Anti-I and one for Anti-Armor but for now just made a mid team.)

Troops
Fire Warrior Squad 1
Shas'la (11) 110pts
Shas'ui 28pts
Bonding Knife
EMP Nades
hw Drone Controller
Devilfish Alpha Pts 105pts
Disruption Pod/multi-tracker/Gun Drones

Fire Warrior Squad 2
Shas'la(11) 110pts
Pulse Carbine
Shas'ui 28pts
Bonding Knife
Pulse Rifle
EMP Nades
Devilfish Beta 110pts
Warfish: SMS/ Disruption Pod/Multi-tracker/Targeting Array

(Streamlined the Troops, and slapped them both in Devilfish One at Josh's Config, and the other on Warfish, considering adding Seeker Missiles to each. Cut out the Kroot all together for now... they look cool, but are full of suck IMO, may add them back in if I see a tactical reason screaming at me.)

Fast Attack
Gun Drone Squadron 80pts
Gun Drones(8)

Pathfinder Team Malice
Shas'la (7) 114pts
3 Rail Rifles
Shas'ui (1) 30pts
Bonding Knife
EMP Nades
Devilfish (Warfish) 110pts

(Dropped Vespid for now, May add them or a Piranha back in)


Heavy Support
Sniper Drone Team (1) 80pts

Hammerhead Gunship 170pts
Rail gun/Burst Cannon/Disruption Pod/Multi-tracker/ Target Lock

XV88 Broadside Team Slayer
Shas'ui 1 and 2 160pts
Targeting Array
Shas'ui Leader 100pts
Targeting Array
HW Multi-tracker
Bonding Knife

(Always wanted these dudes! Although I am open to suggestions still!)



-Grav

This message was edited 1 time. Last update was at 2010/06/21 02:37:44


There is no art more beautiful or diverse than the art of Death.
3000 pts Word Bearers
3500 pts Tanith 1st & Only
UC
 
   
Made in us
Infiltrating Broodlord





Hemet, CA

thegrav wrote:Kroot would be my throw away. I am honestly trying to just get a baseline army I can test and start to work on from there. Looking to create a balance between anti-troop and anti-vehicle. I can see your counter armies and attacks but I fail to see how that is to help me. If this game were to happen I would be trying to stop your every move to destroy my army..

Are you advising more battlesuits and Vehicles?


I'm definitely glad you put in the edit. And yes, I am advising more vehicles. But remember, that's just one person who has one playing style that you might not like. Maybe all suits is the way you enjoy it most. I just wanted to let you see how I would deal with what you have now and point out the weakest areas so you can think about how to counter very basic threats that are common to many armies these days. And yes, if we were playing you would be trying to stop my every move... Mainly because only I would be moving! Castling just really doesn't seem to work very well with the massive influx of outflankers deep strikers we find today. So I would push more towars mobility and a 'rapid response' type of force.

Tired of reading new rulebooks... Just wanting to play. 
   
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San Diego

Had to man! I don't know why but I am finding the Tau codex really really hard to read... And a bit confusing so I needed input!

Anyway glad to see you are still following me! Any feedback on this new setup?

There is no art more beautiful or diverse than the art of Death.
3000 pts Word Bearers
3500 pts Tanith 1st & Only
UC
 
   
Made in us
Fixture of Dakka





Los Angeles

thegrav wrote:Shas'o
Plasma Rifle/Missile Pod/Multi-tracker hw
Hard-wired Drone Controller
2 Shield Drones
Air-bursting Frag Projector
(Made him Legal!
Yep, ya did.

Here's how the suits work: They have 3 'hard' points. Look at the first two columns of weps and toys on page . Those things take up the 3 'hard' points. The last column is labeled "wargear", like hardwired MultiTracker or hw Target Lock.

So:
Shas'O - PR/MP/AfP hw MT, hwDC, 2 SDrones

thegrav wrote:2 VX8 Crisis Battlesuit Gaurds (2) 73pts each
Shas'vre Burst Cannon\Plasma Rifle\ HW Multi-tracker
Bonding Knife
(Looks like they have to be 'vre)
Yes, they have to be 'vres if you're going to give the HQ some buddies, but why? You still have an open Elite slot. Put them there for less points.

thegrav wrote:Shas'vre Burst Cannon
Bonding Knife
Targeting Array
Shas'ui
Burst Cannons
Targeting Array
Here you don't need the 'vre upgrade. Just go with Team Leader and save 5 points.

thegrav wrote:XV8 'Crisis' Team Isis
Shas'ui Leader(Anti-I) 101pts
Flamer/Burst Cannon/Cyclic ion Blaster/Targeting Array/hw Drone Controller/hw multi-tracker
Okay, here you need to have a 'vre upgrade. The CiB is a Special Issue toy, and only HQs and Vres can have it. Seriously, though don't bother. It's a pain to glue onto the model and it's medicore as a wep.
Also, since a flamer is a template wep, it's pointless to pay for a Target Array.

thegrav wrote: Bonding Knife
2 Gun Drones
Shas'ui 2 72pts
Plasma Rifle/Missle Pod/Targeting Array/hw Multi-tracker
Shas'ui 3 (Anti-Armor) 78pts
Linked Missle Pods/Targeting Array/hw Mult-tracker/hw Drone Controller
2 Gun Drones
GDs, still?


Okay, here's some "You haven't bought yet, so ..." Advice:

Start with the Battle Force box. Gives you kroot, FWs, a fish. Equip the Steatlths with MarkerLight Drones and use them for only that as a force of 3 suits they won't do much. Buy up to 4 or 5 crisis suits total and then invest in b-sides and HammerHeads.

And check other folks' lists.

"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 au
Fresh-Faced New User




I agree with Brothererekose on the purchasing priorities, though you may want to buy 2 battleforces rather than just 1.

Another thing that's nice to know when buying tau tanks, is that the skyray contains everything you need to make either the skyray, the hammerhead or the devilfish, whereas the hammerhead box doesn't but still costs the same. So your better off buying the skyray box to make your hammerhead as you get the extra parts. You could even magnetise the parts so you can change it to be whatever tank you want each game.

As for the CIB being mediocre, i completely disagree. But it's probably not obvious that it makes a good anti-meq/anti-teq gun. I like to run a configuration of Shas'el, targeting array, plasma, CIB and hard-wired multi-tracker (maybe with a shield drone or stimulant inject aswell).

Another thing that is good to know is that even if you want 2 commanders, you only need to buy 1 commander box as you get 2 commander heads. 1 is shas'el and the other is shas'o but as far as i know it doesn't specify which is which so it doesn't really matter if you go with 2 of the same commander type. The only other thing the commander box has is the special issue wargear and since they are only 1 per army each there is no point having doubles.
   
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San Diego

Hmm interesting advice, thanks much guys. My Tau army is going to be a very slow build, I will be ordering one or two pieces a month only. Main reason for adding gun drone is to give me something of a shield. I am getting a better handle on how to read the Tau Codex so I am feeling a bit less of a noob on it now. I think I may need to run a few cardboard cut outs to see how I like it playing out.

There is no art more beautiful or diverse than the art of Death.
3000 pts Word Bearers
3500 pts Tanith 1st & Only
UC
 
   
Made in us
Unhealthy Competition With Other Legions





San Diego

What do you guys think about the Forge World Battlesuits??

There is no art more beautiful or diverse than the art of Death.
3000 pts Word Bearers
3500 pts Tanith 1st & Only
UC
 
   
 
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