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![[Post New]](/s/i/i.gif) 2011/08/17 20:12:41
Subject: Tau for 'ard boyz Semifinals
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Devastating Dark Reaper
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This is my army list I used for the Preliminaries taking 3rd place with a minor win, minor loss, and a massacre, each with most of the battlepoint modifiers.
The blacksun filters were purely because of the missions, having 2 times nightfighting was enough to make me spend about 15 pts of nightfight gear. This time, I will probably drop them. Any Tau players with opinions? I have to step up mobility and contesting for objectives.
The basic strategy behind the list is screening. Kroot form a bubble wrap protecting me from early assaults. Meanwhile, the amount of anti-tank fire gets rid of enemy mobility. In objectives I hope to beat my opponent down really badly so taking only an objective or two is needed.
Shas'O - Airbursting Fragmentation Projector, Missile Pod, Plasma Rifle, Blacksun Filter, HW-Multi-tracker, Stimulant Injector, 2x Shield Drones
2x Bodyguards - Missile Pod, Plasma Rifle, Multi-tracker, Targeting Array, 1x w/Blacksun Filter
3x Crisis Suits - TL-Missile Pods, Blacksun Filter, 2x Gun Drones
3x Crisis Suits - TL-Missile Pods, Blacksun Filter, 2x Gun Drones
3x Crisis Suits - TL-Missile Pods, Blacksun Filter, 2x Gun Drones
12x Firewarriors w/Sergeant
12x Firewarriors w/Sergeant
12x Kroots w/5x Hounds
12x Kroots w/5x Hounds
11x Kroots w/4x Hounds
8x Pathfinders - Devilfish w/Disruption Pods
8x Pathfinders - Devilfish w/Disruption Pods
3x Broadsides - Advanced Stabilisation Systems, Leader w/Blacksun Filter, Target Lock, 2x Shield Drones
3x Broadsides - Advanced Stabilisation Systems, Leader w/Blacksun Filter, Target Lock, 2x Shield Drones
Hammerhead - Railgun, Blacksun Filter, Disruption Pods, Multi-tracker, Target Lock
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This message was edited 1 time. Last update was at 2011/08/17 20:16:36
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![[Post New]](/s/i/i.gif) 2011/08/17 23:59:22
Subject: Tau for 'ard boyz Semifinals
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Winged Kroot Vulture
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Great list. Love it. I have some concerns with your HQ.
If you read the FAQ closely, the Multitracker now "Lets the carrier fire two weapons" not "fire all of its weapons" anymore. The result is, you would only be able to fire two of those weapons in a single turn, not all three. I think that would really make one of the weapons dead weight. Also, that blacksun filter should technically be hardwired... but with acute senses built in.. do you think it's worth it?
I suggest a commander like this:
Shas'El /w ABFP, Plasma Rifle, Targeting Array, HW Multitracker, HW Blacksun Filter, Stim Injector, HW Drone Controller & 2x Shield Drones
This wouldn't really change the spirit of your commander, but it would save you a TON of points, and make him fully legal and able to fire each weapon equipped a turn (no extra points weighing you down for no reason)
With those spare points you could buy bonding knives for your fire warriors, and have a few extra points kicking around for whatever you like (I suggest 1 or 2 rail rifles in your Pathies, or filling out the kroot some more).
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![[Post New]](/s/i/i.gif) 2011/08/18 00:14:25
Subject: Tau for 'ard boyz Semifinals
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Devastating Dark Reaper
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Cottonjaw wrote:Great list. Love it. I have some concerns with your HQ.
If you read the FAQ closely, the Multitracker now "Lets the carrier fire two weapons" not "fire all of its weapons" anymore. The result is, you would only be able to fire two of those weapons in a single turn, not all three. I think that would really make one of the weapons dead weight. Also, that blacksun filter should technically be hardwired... but with acute senses built in.. do you think it's worth it?
I suggest a commander like this:
Shas'El /w ABFP, Plasma Rifle, Targeting Array, HW Multitracker, HW Blacksun Filter, Stim Injector, HW Drone Controller & 2x Shield Drones
This wouldn't really change the spirit of your commander, but it would save you a TON of points, and make him fully legal and able to fire each weapon equipped a turn (no extra points weighing you down for no reason)
With those spare points you could buy bonding knives for your fire warriors, and have a few extra points kicking around for whatever you like (I suggest 1 or 2 rail rifles in your Pathies, or filling out the kroot some more).
If I didn't write Hard-Wired in this its meant to be. It's copied from my friend's battle report, and it doesn't really change how the unit functions. My official list is more written out and harder to read, but definitely mentions when wargear is hard-wired.
I wondered about the 3 weapon commander, but really the AFP is a situational piece of wargear. I bring it to help me against hordes, especially tyranids, where I am a bit weaker. Otherwise he functions like a standard Fireknife Shas'O.
However, what I discovered this tourney was the missile pod is still essential. I need as many of those as I can get. I know I can only fire two of the guns, but it only hampers me when shooting down infantry (late game). I once fired at a squad of 5 purifiers now out of their rhino. I definitely went for the plasma shots, because of their armor, and opted to use the AFP as the second weapon. I hit 5, and wounded 2, causing the same wounds as the maximum possible from a missile pod. But for most of the games I played, the commander's primary weapon was the missile pod, only firing the plasma once each game and the AFP every other game.
I'll wait and see about the scenarios, but I will probably take out all the BSF if there is no nightfighting or only a little.
The last tourney also really makes we wish there were bonding knives for my kroot.
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2,000 6th Ed 1-0-0
2,000
1,750 |
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![[Post New]](/s/i/i.gif) 2011/08/18 02:33:15
Subject: Tau for 'ard boyz Semifinals
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Winged Kroot Vulture
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I think you have enough missile pods where you can sacrifice the MP on the Shas'O and downgrade to Shas'El /w TA. I mean you save 17 points. That's bonding knives for the firewarriors shas'ui (which really validates their existence) and another Carnivore. I think that's worth it.
Try it out, test play it, but I think you'll find more value out of being able to regroup your 5 fire warriors, rather than the option of firing a missile pod.
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![[Post New]](/s/i/i.gif) 2011/08/18 02:43:59
Subject: Tau for 'ard boyz Semifinals
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Fixture of Dakka
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Cottonjaw wrote:I think you have enough missile pods where you can sacrifice the MP on the Shas'O and downgrade to Shas'El /w TA. I mean you save 17 points. That's bonding knives for the firewarriors shas'ui (which really validates their existence) and another Carnivore. I think that's worth it.
Nevermind mind BKs on the FWs, I'd spend points on Team Leader and Target Array for one of those Deathrains. Fire power, baby!
And then I'd toss the AfP for another BS4 boost.
Depending on Round 2's missions you may have more points to spare without needing BSFs.
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"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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![[Post New]](/s/i/i.gif) 2011/08/18 02:48:44
Subject: Tau for 'ard boyz Semifinals
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Winged Kroot Vulture
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I'm all about firepower... but if you've already bought a shas'ui... why not buy the knife?
I would suggest dropping the Shas'ui from the firewarriors altogether.
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![[Post New]](/s/i/i.gif) 2011/08/18 02:54:34
Subject: Tau for 'ard boyz Semifinals
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Fixture of Dakka
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Cottonjaw wrote:I'm all about firepower... but if you've already bought a shas'ui... why not buy the knife?
I would suggest dropping the Shas'ui from the firewarriors altogether.
Ah, missed that CJ. Yeah, Gus Indo, either go al the way to BKs, or skip the promotion entirely.
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"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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![[Post New]](/s/i/i.gif) 2011/08/18 15:52:08
Subject: Re:Tau for 'ard boyz Semifinals
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Regular Dakkanaut
Neverland
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how many points and who did you face? ive run similar lists and gotten crushed by wolves and B angel TWMP just doesnt kill fast enough
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3000
2000
crisis suits
http://www.dakkadakka.com/dakkaforum/posts/list/360480.page |
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![[Post New]](/s/i/i.gif) 2011/08/18 20:15:27
Subject: Re:Tau for 'ard boyz Semifinals
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Winged Kroot Vulture
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atlas_garon wrote:how many points and who did you face? ive run similar lists and gotten crushed by wolves and B angel TWMP just doesnt kill fast enough
Ehh... with mech being the meta... if you have enough Fire Warriors..... you can spam MP to alphastrike them out of their transports, turn 1/2 and then just blast the be-jeepers out of them with 30" mini heavy bolters.
Is it.. optimal? Maybe not. But it -does- work.
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![[Post New]](/s/i/i.gif) 2011/08/19 00:32:44
Subject: Re:Tau for 'ard boyz Semifinals
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Fixture of Dakka
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atlas_garon wrote:how many points and who did you face? ive run similar lists and gotten crushed by wolves and B angel TWMP just doesnt kill fast enough
GK, SW are the top codexes (if you look at the AB results) with BA and DE placing 3rd and 4th. Tau are near the bottom, WH being last.
If the BA list has StormRGunships and/or jumpers, you usually *won't* be able to shoot 'em down.
SW razor/long fangs ... *takes a deep breath* out-shoot tau. There, I said it.  It's the BS4, coupled with TL-Las Cans and 6 volley Long Fang squads. Just too much. Shoot his long range or worry about the approaching rhinos. Or, if there's TWC. Well.
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"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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![[Post New]](/s/i/i.gif) 2011/08/19 01:19:42
Subject: Tau for 'ard boyz Semifinals
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Regular Dakkanaut
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You have 3 plasma rifles. That is simply not enough. What happens when someone brings more than 40 marines against you? What is they are terminators? Or worst of all, FNP jumper marines. You'll do okay at popping people out of rhinos and chimeras, but you have no way to mop up the survivors.
Think about finding points for some fireknives, with marker lights they are just as good at blowing up transports (better in some situations) and can also handle heavy infantry.
Also, flamers are 1 point more than blacksun filters for those deathrains and provide a lot of utility from when things finally get past those kroot bubbles.
Good luck, my blue brother, hopefully I'll be able to attend as well and we can both bring glory to the Greater Good.
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![[Post New]](/s/i/i.gif) 2011/08/20 00:49:25
Subject: Tau for 'ard boyz Semifinals
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Devastating Dark Reaper
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Iron-Fist wrote:You have 3 plasma rifles. That is simply not enough. What happens when someone brings more than 40 marines against you? What is they are terminators? Or worst of all, FNP jumper marines. You'll do okay at popping people out of rhinos and chimeras, but you have no way to mop up the survivors.
Think about finding points for some fireknives, with marker lights they are just as good at blowing up transports (better in some situations) and can also handle heavy infantry.
Also, flamers are 1 point more than blacksun filters for those deathrains and provide a lot of utility from when things finally get past those kroot bubbles.
Good luck, my blue brother, hopefully I'll be able to attend as well and we can both bring glory to the Greater Good.
Did you make it through round 1 as well? excellent work.
at 'ard boyz I fought BA, GK, and GK. I lost one game to the first GK player, but it was objectives and came down a pinning check failed on my part. This is the reason I bring the shas'ui, because I'd rather have a nicer ld 8 and not fail than get to regroup later. I see more need for bonding knives on my suits actually.
When I did face 30 Death Company Jump Pack marines in round 1, I ignored them and simply led them away with a drone squad off my devilfish. I don't go for quality of wounds, I go for quantity, and that's why I run the cheaper, twin-linked missile pod. I'll take these considerations into mind.
I definitely will go back to the original flamers on the suits, because the BSF were only for the mass of nightfighting missions.
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2,000 6th Ed 1-0-0
2,000
1,750 |
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