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Made in us
Water-Caste Negotiator




I've been picking up Tau, and building my small little sept up, and have come across a few things that have worked for me, and a few that haven't. First is my current 1k list, next is my planned 2k list. Yes, they aren't the standard 9+suits net lists, because while suits are nice, I find that my foes aren't stupid enough to ignore them, and their durability is directly linked to my ability to neutralize threats before they get shot. My goal is for every unit to pull double duty, have its own purpose, and to have each duty (TEQ, MEQ, horde, parking lot, etc) have multiple units that can perform it. With that in mind, here's my lists: (commanders are the 50-point versions)

1K:

commander
plasma, missile pod, multitracker

10x kroot

hammerhead
railgun, burst cannons, dispod, multitracker

3x Stealth
6x Drone

Broadside
A.S.S., plasma, leader, HW MT

Broadside
A.S.S., plasma, leader, HW MT

8x Fire Warrior
Rifles
Devilfish
Dispod

8x Fire Warrior
Rifles

8x Fire Warrior
Rifles
______________________________________

2K:

Commander
Plasma, Missile, Multi

Commander
Plasma, Missile, Multi

Suit
Plasma, Missile Pod, Leader, HW MT, Shield Drone, Targeting Array

Suit
Plasma, Missile Pod, Leader, HW MT, Shield Drone, Targeting Array

3x Stealth
6x Drones
Leader, Fusion (on leader), Knife, HW target lock

15 kroot

14 kroot

8x Fire Warrior
Devilfish
Dispod

8x Fire Warrior
Devilfish
Dispod

3x Piranha (Identical)
Targeting array, Target Lock, dispod, melta

8x Vespid
1x Strain Leader

8x Pathfinder
Devilfish
dispod

Broadside
A.S.S., Leader, plasma, multi

Broadside
A.S.S., Leader, plasma, multi

Hammerhead
Railgun, Burst, dispod, Multi, Target Lock

______________________________________________


They've done okay for me, but I was wondering what dakka's thoughts were. Any tactics you could suggest with these lists in particular? It's kind of a kitchen sink, which I like, but I also feel like it is a good all-comers army that defies traditional wisdom.
   
Made in ca
Thrall Wizard of Tzeentch




1K: I've never considered plasma on a XV88 worth it, but others swear by it. And I'd up or down the FW to 9 or 6 per squad, they are the best numbers for morale checks.

2K: Drop the fish on a FW squad, and have them use the pathfinder one. Again, run the FWs as groups of 6 or 9. I only tried vespid once, and they sucked. For 2k, you should really have more suits and Railguns. Probably some BC/PR suits, and I'd suggest at least 4 XV88s.
   
Made in us
Water-Caste Negotiator




Thanks for your feedback!

Plasma on the broadsides is worth it in my opinion because it's essentially a bs4+ plasma on a unit you're otherwise taking, for pretty cheap. With A.S.S. and MT on the leader, he can move d6" and shoot both. Yeah, it's a 100 point broadside, but it's a freaking scary one that I can protect fairly easily with cover and LOS blocking. Plus, it's also one of the only units that can have low-AP weaponry in my army, and gives him something to do besides just hunt tanks and spam more S5.

I see the reason for the Fire Warrior squad size changes, but I don't see an easy way to squeeze the points out for 9, without disarming my broadsides, making my army have *more* S5, which is already abundant even at only 1k, and making it worse at killing TEQ/MC's. Bringing the squad sizes down to 6 wouldn't free up enough space for even a fireknife, so I don't consider it to be worth it, though I could potentially get 8 more kroot, I would avoid this as it would still eat bolters, and couldn't be split into 2 units yet.


As for the 2k list, I don't know if you're taking into account the fact that I have 4 meltas, along with 4 fireknives, and 3 railguns. Most armies take about this amount, if not less, of anti-tank (I also play nids, I can hardly even touch things like land raiders or russes until turn 3+), and many armies rely on ONLY their melta to open things up for them. Plus, each can target different units, is relatively survivable, and can maneuver to get side armor fairly simply. I can also block movement of transports, as well as LOS with my piranhas (and fishes), at least granting cover saves from russes/razorbacks that try to shoot past them.

Honestly, I can understand why people say vespid suck, but marine armies will go out of their way to kill them (and I see a lot of marine armies). Like kroot, they're meant to eat bolters, and they do it pretty well. Maybe you're not being aggressive enough with them - I've transported FW's just to get rear shots on russes (and been wildly successful), had kroot destroy venoms carrying incubi, and made a terminator squad run from fire warriors - surely I can do something heroic with the bugs. And with 6th around the corner, maybe they'll get the flyer rule and be stupid hard to hit.

I also like my devilfish hulls, as they protect my army a lot better and more reliably than any static cover ever has, and provide a few blocking drones and can even tank shock stuff off the board. They're more for utility, like making an isolated fire lane for my pathfinders, or blocking my objective. Losing one will only hurt, as it only frees up space for 1 more fireknife, or a plain A.S.S. Broadside, and loses me the utility of a 3rd hull, which can be more crippling than you think. It's like buying a powerfist for your tactical marine squads; who knows if you're gonna really use it, but it sure can be nice to have.


I'm also trying to escape the generic net-listing that really doesn't help me win any more games than when I use creative/fluffy lists.
   
Made in us
Winged Kroot Vulture





Seattle, WA

kaisshau wrote:1K: I've never considered plasma on a XV88 worth it, but others swear by it. And I'd up or down the FW to 9 or 6 per squad, they are the best numbers for morale checks.

2K: Drop the fish on a FW squad, and have them use the pathfinder one. Again, run the FWs as groups of 6 or 9. I only tried vespid once, and they sucked. For 2k, you should really have more suits and Railguns. Probably some BC/PR suits, and I'd suggest at least 4 XV88s.


Great advice. Count me as saying all the same things.

If you have worries about suit load outs, check out the link in my signature, I put a lot of time and effort into doing the math, so you don't have to!!

   
Made in ca
Thrall Wizard of Tzeentch




In 1k, make one squad 6 and the other two 9 each. No change in points cost, but benefits for morale.

The problems with Tau melta is it ends up being one shot only. For MEQs, a tac squad with two melta guns can burn a tank, and then still take some hits and live to kill more. And unless you're DS-ing the commanders, they'll probably die before they get into useful melta range. And the Melta on the XV15s is for the rare shot when your opponent forgets. Using it aggressively will get the rest of the squad killed. The Fireknives will help pop transports, but if you face mech IG, and are staring at 4 Leman Russes (I think that's how many they can get), you're going to weep for lack of Railguns. Plasma on the XV88s is not bad because it is not effective, it is bad because you will rarely be in a position where it is what you want to use, where it will actually make a difference. Broadsides should be in the back, in cover, and if TEQs/MEQs are close enough that shooting them is highest priority for your Railguns, you are in big trouble. And the problem with Vespid is that while they are decent marine killers, marines are actually more effective at killing them.
   
Made in au
Purposeful Hammerhead Pilot






Newcastle, NSW ,Australia

Kaisshau check your Inbox please, i have sent your a PM

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