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Made in ca
Sneaky Sniper Drone





I am running a 1000 point of tau paired with my friends Tyranids.

HQ
Shas'O
  • Airburst Fragmentation projector; Plasma Rifle; Multi Tracker; Iridium Armour; 2x Shield Drones; Hard Wire Drone Controller.

  • Elite
    Shas'vre XV8
  • Plasma Rifle; Cyclic Ion Blaster; Multi-Tracker; Hard Wire Drone Controller w/ 2x Gun Drones

  • 2x XV8
  • 2x Plasma Rifle; 2x Missile Pod; 2x Multi-Trackers

  • Troop
    7x Firewarrior
  • Shas'ui; Photon Grenades

  • 8x Firewarrior
  • Shas'ui; Photon Grenades

  • FA
    8 Pathfinders
  • 2 Rail Rifle; Devilfish w Gun Drones and Disruption Pods

  • Heavy
    Hammerhead
  • Railgun; Burst Cannons; Disruption Pods; Target Lock


  • Any ideas to strengthen for a broad list to take on all armies.

    *Edited list lower

    This message was edited 3 times. Last update was at 2011/02/09 23:15:02


    "Even a man who has nothing can still offer his life"

    2500 Bor'kan Jungle Sept
    WIP Black Templar Inspired Crusade Fleet  
       
    Made in us
    Regular Dakkanaut





    ...other than scrap the list and start from the beginning? Because that's what I'd do. This list looks kinda awful. I can rip it a new one on general principles or I can give you specific advice if you'd tell me with whom you're paired. What'll it be?
       
    Made in ca
    Sneaky Sniper Drone





    So that's they help your giving to me? Tell me to scrap and start new because its awful, Really? How much experience do you have with Tau?

    Oh wait lets look at your list from this Link http://www.dakkadakka.com/dakkaforum/posts/list/345184.page#2418768

    "Hmmmm" an MEQ focused list for a tournament. I understand the MEQ can be difficult for tau with our older codex and all the new Imperium Codexs.

    I First Noticed this list has no drones attached to suits. Damn what a big mistake. Devastator Squads and Tac. squads will eat through your suits. Missile Launchers and Lascannons will destroy suits. Do you know about the instant kill rule. You need drones to off put in high strength shot so they last longer. Then really Kroot as your primary Troop. have fun holding objectives on boards with no woods. They only have leadership 7 so prepare to flee after assault. Just a few things to reflect upon.

    *Hint I think your list could explain why your grabbing you ankles against Blood Angels.

    So if you have any actual ideas great, but I would appreciate that if not please leave the B*** S*** of saying my list is awful to yourself.

    This message was edited 2 times. Last update was at 2011/02/09 22:44:31


    "Even a man who has nothing can still offer his life"

    2500 Bor'kan Jungle Sept
    WIP Black Templar Inspired Crusade Fleet  
       
    Made in us
    Trustworthy Shas'vre





    Mt. Gretna, PA

    Knute wrote:...other than scrap the list and start from the beginning? Because that's what I'd do. This list looks kinda awful. I can rip it a new one on general principles or I can give you specific advice if you'd tell me with whom you're paired. What'll it be?


    Although knute isn't being nice... I would agree with him.

    We know your ally, perhaps we could know who you are playing against?

    In all honesty, I think nids and Tau together are probably one of the nastier combinations of teams. Nids are an assaulting meatshield, while Tau sit back and unload...

    I don't know who you are against... if I didn't know my opponent, I'd run a list like this:

    Crisis Battlesuit Commander - TL Missile Pods/Flamers - 74
    Crisis Suit Unit (3) - TL Missile Pods/Flamers - 141
    Crisis Suit Unit (3) - TL Missile Pods/Flamers - 141
    Crisis Suit Unit (3) - TL Missile Pods/Flamers - 141
    Fire Warrior Unit (8) - 80
    Fire Warrior Unit (8) - 80
    Hammerhead - Railgun/Burst Cannons/Target Lock/Multi-Tracker/Disruption Pods - 170
    Hammerhead - Railgun/Burst Cannons/Target Lock/Multi-Tracker/Disruption Pods - 170

    997 Points

    Sit back, and fire everything!!



    This is what is bad about your list:

    Photon grenades I would consider almost as bad as etherials, because they make your army worse. If they were free, I wouldn't take them still.

    Tau will die in CC. Photon grenades will do 1 of 2 things, either not do anything and your unit will die right away anyways; or 2, they let your unit last 1 more turn, and then they die. If option 2 happens, you can't shoot at the unit in your shooting phase, and then you leave your army wide open when an assault unit is un-harmed right in front of it... I consider photon grenades a BIG no-no

    Pathfinders are for markerlights, so I'd drop any rail-rifles on them.

    Your fire-knifes look fine, but your other suits need revision.

    I'd give your commander and single shas'vre more meaningful cominations of weapons. Anti-light-infantry doesn't go with anti-heavy-infantry. I'd just make them both fireknives.

    Your hammerhead needs a multi-tracker, and your devilfish needs SMS, a TA, and a MT. These upgrades will make it much better.

    This message was edited 1 time. Last update was at 2011/02/09 22:13:17


     Goliath wrote:
     Gentleman_Jellyfish wrote:
    What kind of drugs do you have to be on to see Hitler in your teapot?
    Whichever they are, I'm not on the Reich ones, clearly.
     
       
    Made in us
    Sneaky Sniper Drone





    Thank You it is nice having civility.

    I am doing the list to combat any army as I said at the end of my first post more so if we were to sign up for a doubles tourney.

    I will revise the photons you make a valid point. The nids should hopefully shield me from most assualts in the early rounds.

    My suits are designed for high and weak armour. I hate cover camping units and hoardes so I have the air-burst and also I have the cyclic for chomping up the rest light armour with a chance to rend if I'm taking on MEQ's.

    I personally dont like taking 3 weapons systems because I feel the point cost is already high for 2 so why not fire both with multi-tracker. I hate flamers because its pretty much dangling your suits out to get assaulted and since marines get assault grenades standard then assault jumping into cover is not as effective.

    I like pathfinders because they can camp out an objective area makerlight for the railrifles and my hammerhead. I can negate cover and Pie Plate a sub-munition round on some units. I hate taking the required devilfish for the points, but will help with firewarriors to grab objectives.


    Automatically Appended Next Post:
    Revised List
    HQ
    Shas'O
  • Airburst Fragmentation projector; Plasma Rifle; Multi Tracker; Stim Injector; Target Lock; 2x Shield Drones; Hard Wire Drone Controller. 165

  • Shas'el
  • Fusion Blaster; Plasma Rifle; Multi Tracker; Target Lock; Gun Drone; Shield Drones; Hard Wire Drone Controller. 117

  • Elite
    3x XV8
  • 3x Plasma Rifle; 3x Missile Pod; 3x Multi-Trackers 186

  • Troop
    7x Firewarrior
  • Shas'ui; 80

  • 7x Firewarrior
  • Shas'ui; 80

  • FA
    8 Pathfinders
  • 2 Rail Rifle; Devilfish w Gun Drones and Disruption Pods 211

  • Heavy
    Hammerhead
  • Railgun; Burst Cannons; Disruption Pods; Target Lock 160

  • 999

    Tyranid most likely
    HQ: Hive Tyrant or Nid Prime
    Troop: Tervigon, Gaunts, Warriors
    FA: Maybe Ravenors
    HS: Trygon

    This message was edited 2 times. Last update was at 2011/02/09 23:23:29


    "Even a man who has nothing can still offer his life"

    2500 Bor'kan Jungle Sept
    WIP Black Templar Inspired Crusade Fleet  
       
    Made in us
    Winged Kroot Vulture





    Seattle, WA

    Daemonhound63 wrote:
    I personally dont like taking 3 weapons systems because I feel the point cost is already high for 2 so why not fire both with multi-tracker. I hate flamers because its pretty much dangling your suits out to get assaulted and since marines get assault grenades standard then assault jumping into cover is not as effective


    The flamer is there to save points. It's cheaper than a TL ML + TA Deathrain, but more useful (most of the time) than a blacksun filter.

    Also, don't be hatin' on kroot. Knute's rough edges have pissed me off before, but if you pay attention... the Kroot in his army are supported by kroot hounds, with I5 and extra attacks they will REALLY help you hold objectives, and win combats.

       
    Made in us
    Dakka Veteran





    Alexandria, VA

    shas'el-pr, mp, ta, hwmt, hwdc 1xsd
    shas'vre x2 1 w/ pr, mp, ta, hwmt 1w/ pr, mp, ta, hwmt, hwdc 1x sd

    1 xv8 tlfb, ta
    1 xv8 tlfb, ta
    2 xv8 tlfb, fl

    fwx6 w/ warfish
    fw x6 w/ warfish


    hammerhead-ic,bc, goodies
    hammerhead- ic, bc, goodies
       
    Made in us
    Sneaky Sniper Drone





    Cottonjaw wrote:Also, don't be hatin' on kroot. Knute's rough edges have pissed me off before, but if you pay attention... the Kroot in his army are supported by kroot hounds, with I5 and extra attacks they will REALLY help you hold objectives, and win combats.


    No hate just 3 troop units no shaper against MEQ's do the rolling it will most likely not work out in your favor. They both hit on 4's kroot have more attacks, marines have better armour. if not by the end the first assualt phase the second will most likely have the kroot get sweeping advanced. Marines can assault into cover and quite frankly will own the small grouping of kroot. Kroot need to be massed. The list is for a tournament. You need to capture objectives. Kroot are not going to do that for you. The are good speed bumps but not good objective holders against MEQ's. I personally run around 14 kroot and a shaper with 6 hounds.

    "Even a man who has nothing can still offer his life"

    2500 Bor'kan Jungle Sept
    WIP Black Templar Inspired Crusade Fleet  
       
    Made in us
    Winged Kroot Vulture





    Seattle, WA

    So you add a shaper + 4 kroot and take away a hound from his setup? Besides for the cost of the shaper you can get 3 Carnivores or hounds, which is going to do a lot more for your CC situation than the shapers +1 LD.

    The way you described it, I figured you went for the full kroot bomb, which frankly, IS very effective, but I really don't see your setup being much better than his. Besides, we all know you were just taking a stab at Knute's list because he took a stab at yours. Be the better man, IMO.

    Side note... any specific reason you're running Shas'O + Shas'El instead of two Shas'El's? You'd save some points.

       
    Made in us
    Sneaky Sniper Drone





    Shas'O has 4 wounds. He is going to soak up damage from ranged combat. Also he has a barrage weapon. Better BS. Plus Ld. 10 which not having any fearless or stubborn units it comes in handy. I save points on the second commander and can attach him to the squad so I have five suits to hunt down termies and other power squads.

    PS sorry if I offend you, but he disrespected me I am not going to take crap.

    "Even a man who has nothing can still offer his life"

    2500 Bor'kan Jungle Sept
    WIP Black Templar Inspired Crusade Fleet  
       
    Made in gb
    Ultramarine Chaplain with Hate to Spare





    Shas'O
    # Airburst Fragmentation projector; Plasma Rifle; Multi Tracker; Stim Injector; Target Lock; 2x Shield Drones; Hard Wire Drone Controller. 165

    Shas'el
    # Fusion Blaster; Plasma Rifle; Multi Tracker; Target Lock; Gun Drone; Shield Drones; Hard Wire Drone Controller. 117

    Elite
    3x XV8
    # 3x Plasma Rifle; 3x Missile Pod; 3x Multi-Trackers 186

    Troop
    7x Firewarrior
    # Shas'ui; 80

    7x Firewarrior
    # Shas'ui; 80

    FA
    8 Pathfinders
    # 2 Rail Rifle; Devilfish w Gun Drones and Disruption Pods 211

    Heavy
    Hammerhead
    # Railgun; Burst Cannons; Disruption Pods; Target Lock 160


    Well this is a big improvement on the first list but:

    I'd dump the Shas'o down to an El, if you want BS5 (and who doesn't) just give him a Targetting array you can do the same on the other El too. Now both your commanders are Bs5 and you've saved yourself 5 points.

    But at this point level I'd suggest only 1 commander.

    Elites are good.

    I'd be tempted by some deathrains though. MEQ isn't going to be as much an issue for you as usual as Nids deal so well with them. What Nids suck at it ranged AT that's what you should bring to the table.

    Dropping the O entirely would leave you more than enough points to get 3 deathrains upping you to 7 suits .

    I'd dump the 2nd FW squad for Kroot there would do more for the points. FWs need a fish to function.

    Seriously dump the rail rifles on the pathfinders. Pathfinders MLs aren't networked so the rail rifles can't use them any way and why pay points to give up MLs?

    Again given above about the strengths of Nids vs the strengths of Tau I feel 2 or 3 Broadsides would do far better for you in the HS section than the Hammerhead.

    Take the Magic: The Gathering 'What Color Are You?' Quiz.

    Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
       
    Made in us
    Sneaky Sniper Drone





    True but i loose also ld10 and 1 wound. He is going to be a wound sink if im playing MEQ's, if not I will use the Airburst against low armour in cover. Nids have trouble with termies and strong MEQ power squads. I can drop 5 suits and that obliterate those squads.

    "Even a man who has nothing can still offer his life"

    2500 Bor'kan Jungle Sept
    WIP Black Templar Inspired Crusade Fleet  
       
    Made in us
    Rampaging Carnifex





    Los Angeles, CA

    Do you have any kroot? kroot are awesome, and can provide another outflanking force for your duo, especially with the current assault rules always hitting vehicles on rear armor. They are also relatively cheap, compared to the rest of the tau force.

    YOu are required to have atleast one fire warrior unit in an army... leave it at the one, all my experience with firewarriors tells me one thing about them..they are terrible, even massed fire, with BS3 makes them all but worthless, I find the best way to field them is in a minimal 7-6 man unit, with emp grenades, as they can actually kill any vehicle left around with emp grenades. pretty funny watching 5 fire warriors kill a landraider.
    Commanders should almost always be shas'els with targeting arrays until you hit about 2000 points. Shas'os are too expensive, and still maintain T4 so one S8 or above shot and thats all she wrote. I like to run a shas'el thats a complex fireknife, 3 fireknife suits he attaches too, and all the rest of my suits as deathrains with flamers.

    and yes i agree you should always have drones with suits to absorb instakill weaponry and the like.

    Armies I play:
    -5000 pts
    -2500 pts
    Mechanicus -1850 pts 
       
    Made in us
    Sneaky Sniper Drone





    As for the kroot I want to hold rear objectives and I was going to use the Pathfinders devilfish for one Firewarrior squad.

    "Even a man who has nothing can still offer his life"

    2500 Bor'kan Jungle Sept
    WIP Black Templar Inspired Crusade Fleet  
       
    Made in gb
    Ultramarine Chaplain with Hate to Spare





    True but i loose also ld10 and 1 wound. He is going to be a wound sink if im playing MEQ's, if not I will use the Airburst against low armour in cover. Nids have trouble with termies and strong MEQ power squads. I can drop 5 suits and that obliterate those squads.


    Does Ld10 really matter than much? Given you're T4 the extra wound is also a somewhat marginal benefit. Basically look at his guns and ask are they worth 165 points (i.e. a Hammerhead)? Do you need to spend that many points protecting those 2 guns?

    Wouldn't the points be better spent getting more guns?

    Take the Magic: The Gathering 'What Color Are You?' Quiz.

    Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
       
    Made in us
    Sneaky Sniper Drone





    gameandwatch wrote:Do you have any kroot? kroot are awesome, and can provide another outflanking force for your duo, especially with the current assault rules always hitting vehicles on rear armor. They are also relatively cheap, compared to the rest of the tau force.

    YOu are required to have atleast one fire warrior unit in an army... leave it at the one, all my experience with firewarriors tells me one thing about them..they are terrible, even massed fire, with BS3 makes them all but worthless, I find the best way to field them is in a minimal 7-6 man unit, with emp grenades, as they can actually kill any vehicle left around with emp grenades. pretty funny watching 5 fire warriors kill a landraider.
    Commanders should almost always be shas'els with targeting arrays until you hit about 2000 points. Shas'os are too expensive, and still maintain T4 so one S8 or above shot and thats all she wrote. I like to run a shas'el thats a complex fireknife, 3 fireknife suits he attaches too, and all the rest of my suits as deathrains with flamers.

    and yes i agree you should always have drones with suits to absorb instakill weaponry and the like.


    Agreed, but for 25 points I gain 10 Ld 1 wound and BS 5 He is going to be a wound sink. Kroot I dont need I need strong armored units to hold back objectives. One whirlwind luck shot will wipe the kroot and with Ld 7 I most likely fall back if I take 25%.


    Automatically Appended Next Post:
    One shot takes down a tank. Suit has 4 wounds to survive w/ 2 armor and 2 4+ invulnerables save wounds. I could revise, but I want to keep my kill squad alive. They protect the MC's from Devastators and termies or other units. The air burst protects from snipers taking away cover.


    Automatically Appended Next Post:
    I'm not protecting just 2 guns I'm protecting the shas'el and the other 3 XV8 suits. He soaks wounds for 4 other suits and also gives me a 10 leadership.

    This message was edited 2 times. Last update was at 2011/02/10 01:38:20


    "Even a man who has nothing can still offer his life"

    2500 Bor'kan Jungle Sept
    WIP Black Templar Inspired Crusade Fleet  
       
    Made in us
    Regular Dakkanaut





    HQ
    Shas'O
    Airburst Fragmentation projector; Plasma Rifle; Multi Tracker; Stim Injector; Target Lock; 2x Shield Drones; Hard Wire Drone Controller. 165
    Shas'el
    Fusion Blaster; Plasma Rifle; Multi Tracker; Target Lock; Gun Drone; Shield Drones; Hard Wire Drone Controller. 117
    Elite
    3x XV8
    3x Plasma Rifle; 3x Missile Pod; 3x Multi-Trackers 186
    Troop
    7x Firewarrior
    Shas'ui; 80
    7x Firewarrior
    Shas'ui; 80
    FA
    8 Pathfinders
    2 Rail Rifle; Devilfish w Gun Drones and Disruption Pods 211
    Heavy
    Hammerhead
    Railgun; Burst Cannons; Disruption Pods; Target Lock 160

    Well, I don't know a whole lot about 'nids, other than they got FAQ-hammered, so I'll go on general principle.

    To start with you're running the AFP and Stim Injector on a Shas'o. First, the AFP is awful because if your commander is within 18” of opposing units, and you're not already winning the game, then you're in a bad place to start with. The only thing it's remotely good against would be dismounted guard and I guess opposing tau or maybe orks. In any case, if you're that close to the enemy with your HQ, you're either already winning or you're about to lose that unit. Either way, it's a waste of 20 points. Cut it. The Stim Injector isn't so much useless as it is a point sink. I can think of a lot of things you'd want more for 10 points. Next, your drones: cut them too. If you'd look at my previous posts on other tau lists you'd find out why I don't advise running drones—it's because they're too expensive for what they don't do. Tau win games through superior fire power and maneuverability shenanigans, not through defensive list choices. Running drones is a defensive choice—it doesn't kill anything. Hell, the only reason my army has gun drones in it is because they're free on my piranha. The 10 points for an extra ablative wound (that will cause a leadership check when it dies) is just not good. 15 points for a shield drone is even worse, because at least gun drones have a gun. Yeah, you might have to suck a lascannon or missile launcher shot here or there, but you need the points so you can fit more bodies on the field so your opponent has more stuff to shoot at. Having more bodies on the field > bad defensive list choices. Finally, tau HQ's suck hard core. The only purpose they fill is as an extra BS4 model in your army. So you should take the Shas'el for the sole reason that he is cheaper. The stat line boost isn't worth the extra 25 points. So, you've got 60 points of useless kit on your over-priced HQ that does nothing because all it has a 24” plasma gun and a crappy pie plate. Way to go. As a tau player, you just can't afford the inefficiency of a unit like that. For the cost of that one HQ, you could add a whole extra crisis suit team that will actually do something before it dies, and that is what I suggest you do.
    Second HQ: getting better, you have a shas'el, but you're still sporting bad defensive list choices (aka drones). Cut them. Furthermore, the only weapons you want to look at for your crisis suits are missile pods and plasma rifles—everything else, including the meltaguns, are not good. If you're using flamers and meltas, that means you're close to the enemy, which is not where you want to be as tau. You want to engage them from as far away as possible.
    Next, your elite choices. Finally, something approaching 'good.' The fireknives, however, are not how I would recommend you kit your elite suits. As you saw from my previous list, I reserve the fireknives for my HQ units, because there you can take fireknives at BS4. That's the other thing people don't realize about tau; we're actually a BS4 army, we just have to pay a premium for it. So I'd trade the fireknives for TL missile pod + targeting array suits. They're 27 points cheaper (notice a theme?) and you get a super-accurate, highly mobile autocannon team that will eat most dedicated transports and DE paper planes for lunch.
    Next, your troop choices. Now, if you want to go meched up, I might recommend taking fire warriors. But if you're not, you should really minimize the number of fire warriors you take. I take 6 because the codex tells me I have to. If I didn't have to take fire warriors, I wouldn't, because they're expensive, they don't pack special weapons and they die easily. You want kroot, but if you don't have any, then I might suggest going with a mech tau list. I don't like it as much as foot tau with lots of suits, but if that's what you've got, then that's what you've got.
    Pathfinders have one job in life—shoot markerlights. To that end, I think it's a mistake to take rail rifles on pathfinders. Pathfinders are force multipliers and they're the only unit that does that in your whole army, so you shouldn't water them down by trying to make them take out MEQ's while they're at it.
    The proper kit on a hammerhead is as follows: Railgun, burst cannons, multi-tracker, disruption pod, and it clocks in at 165 points. In this case it doesn't look like you have a multi-tracker, which is a HUGE mistake, because you really want to be moving 12” a turn and firing or moving 6” and unloading on an infantry unit with a submunition round and 6 burst cannon shots. To that end, as you probably saw by my list, I prefer broadsides, but at 1000 points you've probably only got the points for hammerheads, which are an excellent tank in general anyway.
    Ok, so after crunching the numbers, I don't think there's a way to run a bunch of meched up fire warriors. If you don't have the kroot, then I'm not sure what to tell you, because this is what I'd run:

    998/1000

    --HQ--

    1 Shas'el 73
    -TL Missile Pod
    -Target Lock

    1 Shas'el 73
    -TL Missile Pod
    -Target Lock

    --Elites--

    2 Crisis Suits 106
    -TL Missile Pod x2
    -Targeting Array x2

    2 Crisis Suits 106
    -TL Missile Pod x2
    -Targeting Array x2

    2 Crisis Suits 106
    -TL Missile Pod x2
    -Targeting Array x2

    --Troops--

    6 Fire Warriors 60
    -Pulse Carbines

    10 Kroot Carnivores 70

    10 Kroot Carnivores 70

    --Fast Attack--

    7 Pathfinders 94
    -Markerlights
    1 Devilfish 85
    -Disruption Pod

    --Heavy Support--

    1 Hammerhead 165
    -Railgun
    -Disruption Pod
    -Multi-tracker
    -Burst Cannons
    So you take the crisis commanders and you stick them in the kroot squads and that gives you two big LD9 scoring units and it provides cover to the commanders. The fire warriors have carbines so they can move and shoot 18”, thus giving them an effective range of 24”, plus they can cause pin checks. Not likely, but still better than pulse rifles. You stick them in the d-fish and they don't dismount unless they have to. And remember to dismount the gun drones early on.
    That's about what the best I can do. That list gives you 16 TL BS4 autocannon shots, a badass tank, a decent force multiplier, and a couple decent scoring units.
    My apologies for my 1-liner response earlier. I meant to follow it up shortly thereafter, but I was delayed. I don't usually do those. Again, my apologies.
    I hope this helps.
    Knute
       
    Made in us
    Sneaky Sniper Drone





    Revised List
    HQ
    Shas'el - Wound Sink to protect squad of 4 XV8's
  • Airburst Fragmentation projector; Plasma Rifle; Multi Tracker; Stim Injector; Target Array; HW Target Lock; 2x Shield Drones; Hard Wire Drone Controller. 150

  • Shas'el - Tank Support and T4 Instant killer
  • Fusion Blaster; Plasma Rifle; Multi Tracker; Target Array; Target Lock; Gun Drone; Shield Drone; Hard Wire Drone Controller. 132

  • Elite
    3x XV8 - Group with both HQ's
  • 3x Plasma Rifle; 3x Missile Pod; 3x Multi-Trackers 186

  • Troop
    8x Firewarrior - Distance Fire Support & Deployment Objective Holders
  • Shas'ui; 90

  • 8x Firewarrior - Inheirate Devilfish and contest or capture late round objective
  • Shas'ui; 90

  • FA
    8 Pathfinders - Marking to up Tank and Suit BS and also Negate Cover of low armor in cover
  • Devilfish w Gun Drones and Disruption Pods 191

  • Heavy
    Hammerhead - Take out vehicles and also pie plate any any armour 4 that poses a threat. Its mobile and can gain LoS around MC's unlike Broadsides who are fixed.
  • Railgun; Burst Cannons; Disruption Pods; Target Lock 160
  • This message was edited 2 times. Last update was at 2011/02/10 15:48:05


    "Even a man who has nothing can still offer his life"

    2500 Bor'kan Jungle Sept
    WIP Black Templar Inspired Crusade Fleet  
       
    Made in us
    Fixture of Dakka





    Los Angeles

    Daemonhound63 wrote: Shas'el - Fusion Blaster; Plasma Rifle; Multi Tracker; Target Array; Target Lock; Gun Drone; 2x Shield Drones; Hard Wire Drone Controller.
    1 GD and 2 SDs? Typo?

    Also, I think 2 HQs is too much for your 1k list (even paired with bugs).
    Daemonhound63 wrote:3x XV8 -Plasma Rifle; 3x Missile Pod; 3x Multi-Trackers 186
    Also, I'd split up your trio of FireKnives into 3 singles or a pair and a single. They're easier to hide behind terrain and have a smaller 'footprint' and will be harder to catch in h2h.
    Daemonhound63 wrote:8x Firewarrior Shas'ui
    May as well Bond them if you're going to pay for the 'Ui upgrade.
    Daemonhound63 wrote:Hammerhead -Railgun; Burst Cannons; Disruption Pods; Target Lock
    Add a MT so it Moves&Shoots like a Fast Vehicle.
    Several posts up, The Bringer spelled out why PhotonGs are bad. I'll second that.

    Demoting your 2nd Shas'el to just a Crisis Suit ought to save the points needed for the couple upgrades. I never ran two HQ suits and did largely well in 4e.

    This message was edited 1 time. Last update was at 2011/02/10 03:07:45


    "You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

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    While some of the above posters have given good general advice, we are really lacking the information to truly tweak your half of your double team. First off, are you guys sharing a FOC chart, do your rules affect his models and vice versa, and do you know the missions ahead of time? Also, what models do you have and what does he have? Only with this information can we truly help you be a more effective team.

    As a general idea, when you look at a the two armies separately, you can see kind of how this should fit together to make a cohesive team.
    Tau
    Pros Lots of high strength, long range, low ap firepower. JSJ. Fantastic skimmer vehicles.
    Cons utter lack of CC ability, expensive units with low leadership and expensive invul saves

    Tyranids
    Pro Lots of really good troops, many high toughness MC, devastating CC ability, psychic defense
    Cons No low ap shots, limited anti tank outside of the elite slot, low mobility

    So lets look at a laundry list of things a balanced list should be able to do and who should be doing that job in a Tau/Tyranid combo
    Anti-GEQ Tyranid though CC/Tau mass strength 5 shooting
    Anti-MEQ Tyranid through CC
    Anti-TEQ/FNP Tyranid though CC, Tau though low ap shooting
    Anti-tank AV10-11 Tau
    Anti-tank AV12 Tau
    Anti-tank AV13-14 Tyranid though MC CC attacks, Tau railguns
    Backfield Objective scoring Tau
    Midfield Objective scoring Tyranids
    Pyschic Defense Tyranids
    Dig out units in cover Tau though markerlights, Tyranids through CC

    Listing that out
    Tau
    Anti-GEQ
    Anti TEQ
    Anti tank 10-11, 12, 13-14
    Backfield Objective scoring
    Dig out units in cover

    Tyranid
    Anti-GEQ
    Anti-MEQ
    Midfield Objective scoring
    Anti-Tank AV13,14
    Psychic Defense

    Lets try to flesh those archtypes out with units
    Tau
    Anti-GEQ Firewarriors, Hammerheads
    Anti TEQ Plasma, Fusion crisis suits
    Anti tank 10-11, 12, 13-14 Missile pod Crisis suits, hammerhead
    Backfield Objective scoring Firewarriors
    Dig out units in cover Pathfinders

    Tyranid
    Anti-GEQ Termagaunts
    Anti-MEQ Genestealers, MC's
    Midfield Objective scoring termagaunts+tervigons
    Anti-Tank AV13,14 Trygons
    Psychic Defense Tyranid Prime, Tervigons

    Without knowing more about the rules and the units available, its hard to go further.

    Hope this helps

    Razor


    3000 3-4 League 5-3-1
    1500

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    razorlead Thanks for the break down. Currently no information on missions, but our FOC's are seperate we just need an HQ and 2 Troop each.

    Brothererekose Yeah i had a typo on the drones. I worry splitting the suits, I feel they will just get picked out amounst the units and I can put half in cover to get the cover save. I did down graded the commander on the revised list to save points. I love multi tracker on the hammerhead just didnt know if i could work it in or trade out target lock. It gives me range of motion and leaves the enemy the only option to hit me on a six in CC. I know in 4th my burst cannons were defensive but now they dont count. I feel target lock is good to take over multi tracker to gain the extra shots againts GEQ models and seperate my Railgun. I will try and free up that 5 thou because multi tracker is a savior when people are hunting the hammerhead.


    Automatically Appended Next Post:
    Bonding i feel unecessary, for 5 points if my firewarrior squad is under half then they are not going to do much trying to regroup from falling back. One i plan on being in a devilfish to protect their squad. The suits after Deep striking from reserve I will possibly break off a commander to hunt on his own. If they dissallow deep strike on a mission then I will place one commander with a firewarrior team or pathfinders to soak wounds.

    This message was edited 1 time. Last update was at 2011/02/10 16:02:43


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    Mt. Gretna, PA

    Okay, I have a lot of comments.

    #1

    Commanders, usually, should never cost more than 100 points. Not only do you have 2 commanders, which seems a little excessive, but they both are really high-cost.

    I would suggest making the one bare-bones, and getting rid of the other. Those points would easily be the enough for a full crisis suit unit, which is much better.

    Much of the other things have been covered.

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    Given where I left off last night, lets see if I can finish

    Tau
    Anti-GEQ Firewarriors, Hammerheads
    Anti TEQ Plasma, Fusion crisis suits
    Anti tank 10-11, 12, 13-14 Missile pod Crisis suits, hammerhead
    Backfield Objective scoring Firewarriors
    Dig out units in cover Pathfinders

    Tyranid
    Anti-GEQ Termagaunts
    Anti-MEQ Genestealers, MC's
    Midfield Objective scoring termagaunts+tervigons
    Anti-Tank AV13,14 Trygons
    Psychic Defense Tyranid Prime, Tervigons

    Tau
    HQ
    Commander 'el PR, CIB, TA, MT 100

    Elite
    2 Crisis suits TL MP, Flamer 94
    2 Crisis suits MP, PR, MT 124

    Troops
    6 FW 60
    6 FW 60
    Devilfish w/ DP, SMS, TA, MT 120

    Fast Attack
    Pathfinders 96
    Devilfish w/ DP, SMS, TA, MT 120

    Heavy Support
    Hammerhead RG, BC, MT, TL 170

    Leaving you with 56 points for extra fw drones to taste. This is assuming that what you posted is what you have. If you have more stuff, I would go this route

    Commander
    HQ
    Commander 'el PR, CIB, TA, MT 100

    Elite
    2 Crisis suits MP, PR, MT 124
    2 Crisis suits MP, PR, MT 124

    Troops
    6 FW 60
    6 FW 60

    Heavy Support
    Hammerhead RG, BC, MT, TL 170
    Hammerhead RG, BC, MT, TL 170
    Hammerhead RG, BC, MT, TL 170

    3000 3-4 League 5-3-1
    1500

    I think lubing a lighting bolt would cause fire damage

    i love war horns and marching drums. going to be reviving my old necromancer character in a game next year. LEGIONS OF UNDEAD BARDS.

    otherwise known as south african soccer fans

    WIN 
       
     
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