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Troops

Fire Warriors(6)-165- w/ Devilfish- Seeker missile x2, Disruption Pod

Fire Warriors(6)-165- w/ Devilfish- Seeker missile x2, Disruption Pod

Elites

Stealth suits-272- 2 Burst Cannon, 1 Fusion Blaster, 3 Hardwired Drone Controllers, 6 Markerlight Drones.

Stealth suits-272- 2 Burst Cannon, 1 Fusion Blaster, 3 Hardwired Drone Controllers, 6 Markerlight Drones.

Crisis Suits(3)-176- 2x Flamer, Missile Pod, Shield Generator; 1x Fusion Blaster, Missile Pod, Target Lock

Heavy Support

Broadside Battle suit(3)-250- 2xTarget Lock, Targetting Array, Leader Upgradew/Drone Controller (Shield Drone)

Sky Ray Missile Defense Gunship-140- 2 Burst Cannons, Disruption Pod

Sky Ray Missile Defense Gunship-140- 2 Burst Cannons, Disruption Pod

HQ

Commander Shas'o w/Crisis Suit Bodyguard (2)-239- Airbursting Frag, Failsafe Detonator, Targeting Array, Hardwired Drone Controller (1 shield drone) Crisis Suits- Twin-Linked Flamer, Target Lock


Theme: Stealthsuits infiltrate with markerlights, paint enemy armor. HQ and Crisis Suits drop in near infantry, burn them. Broadsides also fire at enemy armor/tough guys. Devilfish/Infantry run interference.


Quick question: It says that Drones count as the same unit type as the units that they join, so if they join the Stealthsuits then they count as Jump Infantry. Do they count as also having jump packs? Super Also: Jump packs still give the units that have them the Relentless special rule according to page 52 of the BRB right? So, my Markerdrones should be relentless too right? @__@

This message was edited 2 times. Last update was at 2010/11/23 20:36:35


 
   
Made in us
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Los Angeles

Kumorikage wrote:Crisis Suits(3)-176- 2x Flamer, Missile Pod, Shield Generator; 1x Fusion Blaster, Missile Pod, Target Lock
The better set up is TL MP/flamer. Shield Gens aren't wroth it for the following reason:
Odds are, you'll get your Crisis team behind terrain and therefore a Cover Save. If the cover save fails against Krak Missiles or LasCan shots, the suit dies of Instant Death anyway. So, you're paying for a mobile Cover Save, too much IMHO. I'd go for shot accuracy instead, thus Twin-Link the MP.

Now, given that you're looking at h2h with all the flamers, you might be equipping them with Shield Gens anticipating Power Weapons in h2h. IF so, then your whole strategy for XV8 use is contrary to conventional Crisis Suit outlook.

Kumorikage wrote:Broadside Battle suit(3)-240- 2xTarget Lock, 1xShield Generator
Given all the MLights the SkyRays and Stealths will provide I believe the Target Locks are a good idea, but not the Shield Gen. for the reason cited above. Get a Team Leader upgrade and Shied Drone for the same points cost ... you gain a wound with the Shield D.

Kumorikage wrote:Sky Ray Missile Defense Gunship-145- 2 Burst Cannons, Sensor Spines
No DisPods? Seriously? I'd take those out for the Sensor Spines.

Kumorikage wrote:Commander Shas'o w/Crisis Suit Bodyguard (2)-242- Airbursting Frag, Failsafe Detonator, Stimulant Injector, Command and Control Node, Shield Generator. Crisis Suits- Twin-Linked Flamer, Target Lock
Total train-wreck.

a. The Cmd&Contrl is useless as 5th Edtion doesn't *have* "Target Priority" as a rule anymore.
b. Stims and Failsafe are over-doing it.
c. TL-flamers *and* Target Lock? Why would you hit two separate units with flamers?

I'd rethink these 3 suits. FireKnives or FireStorms and call it good.
Kumorikage wrote:Quick question: It says that Drones count as the same unit type as the units that they join, so if they join the Stealthsuits then they count as Jump Infantry. Do they count as also having jump packs?
almost we'll get terms correct; not "Jump packs", but "Jump Infantry (jet pack)",
Kumorikage wrote:Super Also: Jump packs still give the units that have them the Relentless special rule according to page 52 of the BRB right? So, my Markerdrones should be relentless too right? @__@

like the Stealths, so yes:
1. Move the Unit
2. Shoot the MarkerDrones
3. Jetpack back into hiding

Overall it's an unusual list, but I see the possibilities. The HQ and Shield Gen set ups ought to be changed and can be done so, without altering the intent of your list.

This message was edited 2 times. Last update was at 2010/11/23 18:03:03


"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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Brothererekose wrote:
Kumorikage wrote:Crisis Suits(3)-176- 2x Flamer, Missile Pod, Shield Generator; 1x Fusion Blaster, Missile Pod, Target Lock
The better set up is TL MP/flamer. Shield Gens aren't wroth it for the

Kumorikage wrote:Commander Shas'o w/Crisis Suit Bodyguard (2)-242- Airbursting Frag, Failsafe Detonator, Stimulant Injector, Command and Control Node, Shield Generator. Crisis Suits- Twin-Linked Flamer, Target Lock
Total train-wreck.

a. The Cmd&Contrl is useless as 5th Edtion doesn't *have* "Target Priority" as a rule anymore.
b. Stims and Failsafe are over-doing it.
c. TL-flamers *and* Target Lock? Why would you hit two separate units with flamers?

I'd rethink these 3 suits. FireKnives or FireStorms and call it good.
Kumorikage wrote:Quick question: It says that Drones count as the same unit type as the units that they join, so if they join the Stealthsuits then they count as Jump Infantry. Do they count as also having jump packs?
almost we'll get terms correct; not "Jump packs", but "Jump Infantry (jet pack)",
Kumorikage wrote:Super Also: Jump packs still give the units that have them the Relentless special rule according to page 52 of the BRB right? So, my Markerdrones should be relentless too right? @__@

like the Stealths, so yes:
1. Move the Unit
2. Shoot the MarkerDrones
3. Jetpack back into hiding

Overall it's an unusual list, but I see the possibilities. The HQ and Shield Gen set ups ought to be changed and can be done so, without altering the intent of your list.




Well, first of all I'd hit 2 different units with flamers because that's badass.

Second of all, I'm not sure I have a complete mastery of what Target Lock does. My understanding is this: Squad of 3 dudes. 2 Have Target Lock. Dude #1 (w/o target lock) Shoots at some people. Dude #2 picks a different target, same with Dude #3, each shooting at separate units.


The Crisis Battlesuits are supposed to be my attempt at Anti-Infantry. Any suggestions as to how I can better change them? This is my first Tau list, so I'm afraid I don't know what a Fireknife or Firestorm is D:

 
   
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Los Angeles

Kumorikage wrote:Well, first of all I'd hit 2 different units with flamers because that's badass.
Not badass enough. You're only dealing out 6 to 8 hits (with a typical model spread) and that means maybe 2 dead SM and 4 orks.
8 hits - 4 wounds =~ 2 failed SM saves
8 hits - 4 wounds = 4 dead orks
Keep in mind that the other 8 SM will completely eat your Crisis Suits and there's going to be 12 more orks after those 4 get pulled off the table, without a morale roll. So, no, you'll want to lay all of that prometheum on one unit, doubling your effectiveness by doubling your wounds.

Even an epic fail Armor Save roll of several marines still means 3 or 4 SM left. And they're plenty of match to tie up your suits in h2h (bad for you) and win combat in 2 to 4 rounds.

Kumorikage wrote:Second of all, I'm not sure I have a complete mastery of what Target Lock does. My understanding is this: Squad of 3 dudes. 2 Have Target Lock. Dude #1 (w/o target lock) Shoots at some people. Dude #2 picks a different target, same with Dude #3, each shooting at separate units.
You've got it.


Kumorikage wrote:The Crisis Battlesuits are supposed to be my attempt at Anti-Infantry. Any suggestions as to how I can better change them? This is my first Tau list, so I'm afraid I don't know what a Fireknife or Firestorm is D:
FK = PR/MP/MT
FireStorm = BC/MP/MT

Generally, avoid putting your XV8s within assault as they suck at it. Too slow and not large enough as a unit to deal out punishment nor tolerate it.

This message was edited 1 time. Last update was at 2010/11/24 00:16:44


"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
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Well, those seem like much better choices than my loadout. Looks like they'd do about 6 wounds in a squad of 3 per shooting phase, and the low AP of the Fireknife is pretty handy.

I'm wondering if there's something else I could be doing to take out infantry though? 6 wounds per turn is okay, but if I'm within range to hit them with 2 shots of the PR, that means I'm getting my ass assaulted next turn.

Maybe instead of the Broadsides or the Missile ship I should consider another Hammerhead?

 
   
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Los Angeles

Kumorikage wrote:Maybe instead of the Broadsides or the Missile ship I should consider another Hammerhead?
The Railhead is, hands down, the best choice of the 3 tanks. Arguably, one of the best tanks in the game. It has the best gun, great front armor, has a save (at distance) and is a skimmer, and with Flechettes, can defend itself when assaulted. All for way less than the Land Raiders. Most tau lists 1500 points and higher, have 2.

"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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