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Made in us
Regular Dakkanaut



Northern MN

Shadowsun - C&C drone = 155
Crisis x3 - Plasma, Burst cannon = 141

Libby - Null zone, Gate = 100
Sternguard x7 - x2 combi-melta, Power axe = 200

Fw x8 = 72
Fw x8 = 72
Fw x8 = 72
Fw x8 = 72
Tac x10 - flamer, Multi-melta, Rhino = 205
Tac x10 - flamer, Multi-melta, Rhino = 205

Riptide - Ion, Early warning, TwL fusion = 190
Razorshark - MP, Decoy launchers = 153
Hammerhead - Rail, submunition, SMS, Longstrike = 175


Currently here the point total is 1812.. I'm looking at suggestions for bringing it to a 2k total, and any ideas for 1850 even.


Troop heavy, was looking at bringing in pathfinders, but leaves the heavy support slot light, which just seems wrong. nother hammerhead and a smaller pathfinder squad seems right but then the idea of redundancy for markerlights is off. Formating a little off as groups meant to work together are grouped together. C&C away.

RAWRR! 
   
Made in us
Fixture of Dakka





Los Angeles

Start wtih 9 FWs in the unit, not 8. With 8 guys, once two die, you're checking Morale. Starting with 9, it takes 3 casualties to get passed 25%.

Add a DisPod to the Railhead, for the 4+ once it moves.

Separate all three Crisis Suits into the 3 Elite slots. Each is easier to JSJ and hide. Each is harder for the enemy to track down and shoot or smack in h2h. And it splits your fire, meaning you're less likely to waste shots once an enemy rhino (or such) is dead.

Rawrgyle wrote:
Another hammerhead and a smaller pathfinder squad seems right but then the idea of redundancy for markerlights is off.
Could you explain how is the idea of redundancy off? Is it that you don't have the models or just don't like the idea? Something else?


I've only got two games played with the new 'dex, but each was with 3 PathF teams (at 1500). The PFs were essential in making my shooting crushing. Both were wins.

"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
Regular Dakkanaut



Northern MN

Brothererekose wrote:

Separate all three Crisis Suits into the 3 Elite slots. Each is easier to JSJ and hide. Each is harder for the enemy to track down and shoot or smack in h2h. And it splits your fire, meaning you're less likely to waste shots once an enemy rhino (or such) is dead.


ahh no.. ust no.. do you even get why I have shadowsun in this list? sorry gonna sound rude, but that goes to the complete opposite of what the plan is with shadowsun and crisis squad vs libby and sternguard. Besides the riptide takes an elite so there are only two slots. The whole unit is getting to re-roll 1s, the whole unit gets a 3d6 assault move, the whole unit gets stealth and shrouded, it is meant to be very heavy hitting and overkill.

the idea of redundancy is that with one 5 man pathfinder squad they will not last past the first turn. People know to kill pathfinders (hell even the new dex hints at this) and having just 5 guys in a single squad means they would be toast and barely not worth bringing. But not being a full tau list is the extra hammerhead more worth it over the pathfinders? IDK. The idea being "are there enough threats on the table for the other guy to worry about"

Add pathfinders and make the models I have more effective? OR Add models so I have more targets to get shot at, and more than 1 heavy support option at 2k?

This message was edited 1 time. Last update was at 2013/04/20 18:17:16


RAWRR! 
   
Made in us
Longtime Dakkanaut





THUNDERFIRE CANNON! AWESOME 100 PT UNIT!

Bee beep boo baap 
   
Made in gb
Poisonous Kroot Headhunter





Manchester uk

Rawrgyle wrote:
Shadowsun - C&C drone = 155
Crisis x3 - Plasma, Burst cannon = 141.

I would personally change the Burst Cannons, Tau have an abundance of S5 shooting, I know with them being Assault 4 they are much more appealing I just think maybe Fusion Blasters would work better. I would also upgrade one of the team to a V're and give them the Puretide Engram Chip.
Rawrgyle wrote:
Libby - Null zone, Gate = 100
Sternguard x7 - x2 combi-melta, Power axe = 200

I would invest more in this squad. I always like having 10 Sterngaurd 5 with combi-flamers and 5 with combi-meltas and combat squading them. I do see what you're doing with the Libby attached to them I just think they can be more lethal this way.
Rawrgyle wrote:
Riptide - Ion, Early warning, TwL fusion = 190

With the Ion Accelerator having such a huge range I just don't see the Fusion Blasters being used. I would change them to either SMS or Plasmas. I would also look at investing the Sim Injector he's going to attract a lot of fire and if you plan on Nova'ing the added save is nice although expensive.
Rawrgyle wrote:
Hammerhead - Rail, submunition, SMS, Longstrike = 175

Really need a D-Pod on this, the extra save might keep it alive for that little bit longer and since you are taking Longstrike I would say its compulsory.

I think what your list really is missing is Pathfinders but you already knew that from your previous comment, with the points you have left at the moment you could squeeze in two squads and still have some points left over for some of the upgrades I have suggested.

Cheers
Pastel

   
Made in us
Regular Dakkanaut



Northern MN

Thanks pastelavenger, was comming to post an update of what I was thinking before I saw your post, so putting your comments aside this is what I came up with tonight...


Shadowsun - C&C drone = 155
Crisis x3 - Plasma, Burst cannon = 141

Libby - Null zone, Gate = 100
Sternguard x7 - x2 combi-melta, Power axe = 200

Fw x9 = 81
Fw x9 = 81
Fw x9 = 81
Tac x10 - flamer, Multi-melta, Rhino = 205
Tac x10 - flamer, Multi-melta, Rhino = 205

Riptide - Ion, Early warning, TwL Plasma = 190
Razorshark - MP, Decoy launchers = 153

Hammerhead - Rail, submunition, SMS, Longstrike = 175
Hammerhead - Rail, submunition, SMS = 130

Pathfinder x9 = 99

=1996


With the added hammerhead the fusion on the riptide isn't a priority.

DPods I prob should find points for..

If I switched to fusion and plasma on the crisis squads the Puretide chip would be useful. Otherwise the sternguard + shadowsun should be able to add the extra melta I might need, and I perfer not to have the crisis in combat for the other parts of the chip.

EDIT: Meh still not liking the list /shrug

This message was edited 1 time. Last update was at 2013/04/21 08:25:30


RAWRR! 
   
Made in gb
Poisonous Kroot Headhunter





Manchester uk

I know what you mean, I actually think that Tau have enough toys without allying with another army but if you're set on allying Space Marines would have been my choice too.

I would also look at two units of 5 pathfinders ,9 ML at a single target is a bit much.

As you've already said D-Pods are still needed.
   
 
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