Disbeliever of the Greater Good
Spokane, Washington
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POINTS
2498
MODEL COUNT
118
HQ / 209
Shas'O - Plasma Rifle, Fusion Blaster, HWMT
Shas'El - Plasma Rifle, Fusion Blaster, TA, HWMT
ELITES / 372
2 Crisis Suits - Plasma Rifle, Fusion Blaster, MT
2 Crisis Suits - Plasma Rifle, Fusion Blaster, MT
2 Crisis Suits - Plasma Rifle, Fusion Blaster, MT
TROOPS / 780
12 Fire Warriors, 1 'Ui - Pulse Rifles
12 Fire Warriors, 1 'Ui - Pulse Rifles
12 Fire Warriors, 1 'Ui - Pulse Rifles
12 Fire Warriors, 1 'Ui - Pulse Rifles
12 Fire Warriors, 1 'Ui - Pulse Rifles
12 Fire Warriors, 1 'Ui - Pulse Rifles
FAST ATTACK / 582
8 Pathfinder, 1 'Ui - BSF
1 Devilfish - Burst Cannon, 2 Gun Drones, DP
8 Pathfinder, 1 'Ui - BSF
1 Devilfish - Burst Cannon, 2 Gun Drones, DP
8 Pathfinder, 1 'Ui - BSF
1 Devilfish - Burst Cannon, 2 Gun Drones, DP
HEAVY SUPPORT / 565
Hammerhead - Railgun, Burst Cannons, DP, MT
Hammerhead - Railgun, Burst Cannons, DP, MT
3 Broadsides - MT
I know everyone has their own preference on how they gear up their Crisis Suits, but the reason I chose suits with Fusion Blaster/Plasma is that I find the hardest targets to go against for my regular 2,000 point gun line are heavy infantry. I normally shoot them down eventually through a wave of pulse fire, but I like the quality in the Strength and AP of the Fusion Blaster. And sometimes I need that fire power right away in situations were I don't have a few turns to shoot at the enemy. So the idea is that you have a 72 Fire Warrior gun line, being supported by Pathfinders for the first turns, until the Crisis Suit Teams come in from reserve. The reason I would put them in reserve versus NOT putting them in reserve, is it adds an element of surprise and gives the potential for your opponent to leave some of his units vulnerable to a danger that he had not anticipated. I think it is always a good idea to have some units Deep Strike and a few that are coming in from the table edge. The teams Deep Striking are pretty flexible, especially when using the Pathfinder Devilfishes' re-roll for Deep Striking. Those Crisis Teams can reach tanks hiding in the corner or any other secluded unit, or even form up another angle for a kill zone. Now the ones coming in from the Table Edge are my answer to the greatly needed anti-assault role. The ideal circumstance for these teams is to jump out onto the table and Plasma/Fusion blast the assaulting squad apart, using raised BS from the Pathfinders, and if you need more fire power your Fire Warriors are right there! Also if the enemy gets too close and you have no means of stopping them, get your Fire Warrior teams that are endanger out of there with those Devilfish! Even if the Crisis Teams come in early from reserves when those heavy units are still in their landraider, or those jump packers are still outside of 24" - be patient. For that assault squad to fulfill it's role it needs to get close to your fire line, so stay out of the clear until the time is right! In conclusion, Tau are about balance, angles, and denying your opponent their units roles, as well as, those valuable kill points! Automatically Appended Next Post: But yeah so that's the theory behind the list. Cristism is more than welcome! I wrote this for 'Ard Boyz and I plan on playing it out next year. I was also wondering where this list would rank in difficulty to play against in an 'Ard Boyz setting? So let me know what you think!
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Fixture of Dakka
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It's the KPs that are killing you. I think losing one set of FWs doesn't hurt you at all (for your Firing Line approach) and could help eliminate the Gun Drones on the Dumbfish. A Warfish: SMS, TA, MT & DisPod gives you a good 7 die gunboat, and cuts down on KPs.
Also, I'd try to find points to add SDs, team leader and a BK to the B-sides. Other than that, a good, straight up force, but still, a lot of KP opportunities for your opponent.
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