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Made in us
[DCM]
Longtime Dakkanaut






In da Mekshop

I am not the great Tau-mind that some folks here are, but this is what I have so far. I am open to changes.

Tau Hunter Cadre - 1850 pts

HQ - Shas'el w/Target Array, CIB, B. Cannon, HWMT =88

EL1 - Stealth team x 6 w/Team Leader, 2 Gun Drones, Bonded = 210
EL2 - Crisis x 2 both w/TLMP and Flamer = 94
EL3 - Crisis x 2 both w/PR, MP, MT = 124

TR1 - FW team x 10, in DFish w/Target Array, Decoy Launchers, MT = 200
TR2 - as above =200
TR3 - Kroot x 10, Hounds x 4 = 94
TR4 - As above = 94

FA - Pathfinders x 8, w/shas'ui, Gun Drones, Bonded, in DFish w/ Target Array, Decoy Launchers, MT = 231

HS1 - RailHead w/SMS, Decoy, Blacksun Filter, MT = 180
HS2 - IonHead w/ 2 BCannon, MT, Decoy - 130
HS3 - Broadside Team x2 w/A.S.S., Team Leader, HWDC w/ 2 Shield Drones, Bonded, HWTL = 205

Thoughts on the composition - the Shas'el is there to whittle down troops, either GEq or MEq (as his weapons have been previously proven to be effective at both) and stay cheap.

The Stealths have Drones to help stay alive a bit longer (and they get the free Stealth) and a couple pinning chances can't be too bad, especially with a Pathfinder team in the list...

Crisis teams are the standard anti-transport and heavy infantry type, though I am balking at the Fireknife config due to cost...

Troops feel solid enough to me, and the DFish can make real nuisances of themselves by blocking assaults aimed towards the FW teams and actually kill something as well.

Pathfinders seem a good choice to help the list identify and elimate key enemy units, the Drones and bonding should keep them in place a turn ,longer to use their Markers.

Standard Heavy Support loadout, though the 'Sides have thier one Target Lock in case that TLRG is needed on another enemy vehicle. With the Pathfnder's help this should be easy...

Any thoughts?

-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
Made in jp
Dakka Veteran




Well, overall I think the list is good. It has supporting elements and a good mix. I also believe there are a couple of items that would make it a bit more effective.

First, flamer crisis are generally not that effective. The main problem is that you have to get real close to use them and that may not be possible. Either the enemy will be too fast and be on you before you use them or they are MEQs and they don't care. Besides, you have troops and Stealths that can take out easy troops. Leave the crisis to hunting special cases or hard troops. If you want the flamers and don't want to do the standard MP/PR, try PR/Flamer. It's a dual purpose suit, but I think slightly better than what you have.

Secondly, Targeting Arrays on a Devilfish are a waste. I will only help with one gun, not the gun drones. Multi-trackers would be better because then you can at least move and count all hits as glancing.

Gun Drones in the Stealth team isn't that effective. You can't pull one of them until you get down to 1 suit and 8 is harder to hide than 6.

Bonding may not be as great as you think. Usually if a unit gets down to below half, especially small units like the Broadsides, they will be wiped out rather than get to fall back and maybe regroup. At only 5 points, it may be worth it.

One other item to consider is Escalation. In those games, the only thing that starts on the table are Kroot and Broadsides plus Pathfinders. Your Broadsides won't have any good targets as all vehicles and MCs will be off the table. You may want to consider dropping one of the FW Devilfishes and get a second FW squad. That way you will start with 2 FW, 2 Kroot, Pathfinders, and Broadsides on the table. Everything else will move in for the kill on Turn 2.

Let us know how it goes.
   
Made in us
[DCM]
Longtime Dakkanaut






In da Mekshop

Thanks for the reply, dawnsight.

Perhaps my list above wasn't clear, or perhaps I wasn't understanding you. The Crisis with the flamers also have the twin-linked Missile pod. I put the flamer on there because it is the cheapest option for the suits besides the blacksun filter, which may or may not be useful at all in the game. A flamer only costs 1 point more, and if there are no good targets for the Missile Pods, then the suits can move forward and try to fry some infantry. They are kind of a multi-purpose unit in that sense, but their primary function is transport and fast skimmer killing. They will stay back and out of sight after JSJ as much as possible.

Also, my primary opponents aren't power armored, so that's not bad either.

I was rethinking the targetting arrays on the fish as well. They re only 5 points which is not bad at all, but you are right in saying it is only for one gun. Perhaps it would be more worthwhile if I bought the fish a SMS, as then it would be firing 7 S5 shots hitting on a 3+.

Hmm. I hadn't thought about the fact that you can't pull the gun drones first. Thanks, I will alter that bit. Drones out! Too bad, as I think it would look pretty cool.
I wonder about the bonding for them as well, though I think that 5 points is worth it to keep 2 hard-to-hit burst cannons hopping around and still being a nuisance.

The Broadsides will hopefully stay out of trouble in the backfield all game, and I expect them to take some fire, maybe even enough to make them run. The drones are useful but also a liability, so I think that 5 points to keep a twin-linked gun around another turn is a good choice. I will have to see what happens in a few games, though.

Ah, Escalation. I had not considered that either. I like the dropping the fish idea and getting another FW squad. I think I will go in that direction with the changes. I'll post a revised list and see what that gets me.

-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
 
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