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Which list is better?
Ethereal and Fireblade
The commander markerlights army

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Made in us
Longtime Dakkanaut



Beaver Dam, WI

I have two lists. I am trying to minimize my buying of new stuff but adjust to the 6th Ed world... So pllease no suggestion of multiplle crisis suits, more broadsides, flyers or riptides....


HQ Ethereal + 2 Markerlight Drones 74
HQ Cadre Fireblade + 2 Markerlight Drones 84
Elite XV8: 2 Fusion Blaster + AFP 67
Elite XV8: 2 Fusion Blaster + AFP 67
Elite XV8: 2 Fusion Blaster + AFP 67
Troop 12 Firewarriors: Shasui , EMP Grenades, Carbines 142
Troop 12 Firewarriors: Shasui ,EMP Grenades, Carbines 142
Troop 12 Firewarriors: Shasui w Markerlight & Target Lock, 2 Markerlight Drones 157
Troop 12 Firewarriors: Shasui w Markerlight & Target Lock, 2 Markerlight Drones 157
Fast 4 Markerlight Drones 56
Fast 10 Pathfinders: Shasui w Blacksun Filter & 2 Markerlight Drones 135
Fast 10 Pathfinders: Shasui w Blacksun Filter & 2 Markerlight Drones 135
Heavy 2 XV88: 2 x Seeker Missiles, Plasma Cannons, Velocity Tracker, 4x Missile Drones 244
Heavy 2 XV88: 2 x Seeker Missiles, HYMP, SMS, Velocity Tracker, 4 x Missile Drones 232
Heavy 2 Marksmen + 6 Sniper Drones 116
1875
40 markerlights... lots of flexibility to target multiple targets and the ability to provide awesome firepower with the Ethereal and Fireblade.
No good answer to terminators other than the first XV88 unit.

HQ Crisis Commander: Iridium, Shield, Stim Injector,Drone Controller, Vel Tracker 178
Elite XV8: 2 Fusion Blaster + AFP 67
Elite XV8: 2 Fusion Blaster + AFP 67
Elite XV8: 2 Fusion Blaster + AFP 67
Troop 20 Kroot: Shaper 145
Troop 12 Firewarriors: Shasui ,EMP Grenades, Carbines 142
Troop 12 Firewarriors: Shasui 118
Troop 12 Firewarriors: Shasui 118
Fast 12 Markerlight Drones 168
Fast 10 Pathfinders: Shasui w Blacksun Filter , 2 Gun Drones, Recon Drone, 3 Rail Rifles 218
Heavy 2 XV88: 2 x Seeker Missiles, Plasma Cannons, Velocity Tracker, 4x Missile Drones 244
Heavy 2 XV88: 2 x Seeker Missiles, HYMP, SMS, Velocity Tracker, 4 x Missile Drones 232
Heavy 2 Marksmen + 6 Sniper Drones 116
1880

The commander has survivability... he attaches to the drone unit meaning 12 drones with BS 5 and abiliity to target flyers.
The pathfinder unit has the ability to affect terminators due to the rail rifles. The recon drone allows me to ensure what board edge the kroot will outflank from.

Also i am over 25 or 30 points.... some suggestions on what to drop is appreciated.

I am trying to provide cover for everything so if you think I have overlooked something please point it out and provide some suggestions.


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Sneaky Sniper Drone






of these two lists i'd lean toward the second, just because I think you're overdoing it with the markerlights in list 1. That said, AFP is one per army, so neither list is allowable.

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Made in us
Longtime Dakkanaut



Beaver Dam, WI

 Invasive Rhamnus wrote:
of these two lists i'd lean toward the second, just because I think you're overdoing it with the markerlights in list 1. That said, AFP is one per army, so neither list is allowable.


AFP is no longer totally restricted... I believe it is 1 per unit rather than 1 per army. At least that is the way it appears in my Codex...

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Fresh-Faced New User




Once per detachment. So, once per army. Unless it is 2k or over and you run two detachments.
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Yeah AFP is 1 per detachment.

Marker Drones without a drone controller are not worth it. But you've got far too many MLs in both lists.

12 man FW squads are a no no in this codex. I can see one unit for a Fireblade to buff but other than that 6s are best. 9 are just about viable. They all have photon grenades now which just makes bigger squads too much of a liability in assault.

20 Kroot id good Sharper is not. Take the sniper rounds instead they are brilliant.

Swap all the Broadsides to missiles they are the power houses of this codex.

But yes you guessed it, if you want it to be competitive you need Riptides and at least 6 Broadsides.


Automatically Appended Next Post:
Also why VT on the Commander with no weapons (remember drones get his Bs not his special rules so would still snap fire against flyers). And why 12 Bs5 MLs in one unit. What unit would you need 10 ML hits on? Heck what have you got in your army that can even use 10 MLs?


Automatically Appended Next Post:
PPS Missilesides don't need VTs they'll handle flyers through volume of shots. EWO is a better fit. Also gives you some much needed protection from deepstriking armies.

This message was edited 2 times. Last update was at 2013/04/27 22:11:03


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Made in us
Longtime Dakkanaut



Beaver Dam, WI

 FlingitNow wrote:
Yeah AFP is 1 per detachment.

Confusing wording... The other signature items are 1 per army. I was reading 1 per detachment as 1 per unit... Not bad though I am sure I can come up with points for this...

Marker Drones without a drone controller are not worth it. But you've got far too many MLs in both lists.

12 man FW squads are a no no in this codex. I can see one unit for a Fireblade to buff but other than that 6s are best. 9 are just about viable. They all have photon grenades now which just makes bigger squads too much of a liability in assault.
Well that is easily solved since I have slots open. I will reduce them to 9-man squads.

20 Kroot id good Sharper is not. Take the sniper rounds instead they are brilliant.
I was thinking for the leadership bonus. Especially if I am going to outflank but that is an easy drop. I am not sold on the sniper rounds but that is easy to change.

Swap all the Broadsides to missiles they are the power houses of this codex.

Sadly I own two old FW broadsides so I am doggedly going to use them. Perhaps over time I will replace them...

But yes you guessed it, if you want it to be competitive you need Riptides and at least 6 Broadsides.


Automatically Appended Next Post:
Also why VT on the Commander with no weapons (remember drones get his Bs not his special rules so would still snap fire against flyers). And why 12 Bs5 MLs in one unit. What unit would you need 10 ML hits on? Heck what have you got in your army that can even use 10 MLs?
You guessed it, I was thinking that the drone controller qualifies for the user's BS so the VT would mean the markerlights would get to use his BS 5 when targeting flyers. My thought is target priority... So 10 ML hits, means 2 or 3 squads can all ignore cover and fire at BS 5. The target priority would be key with this. The pathfinders then can target the lesser threat.

Automatically Appended Next Post:
PPS Missilesides don't need VTs they'll handle flyers through volume of shots. EWO is a better fit. Also gives you some much needed protection from deepstriking armies.
Again this is an easy switch and saves points... all good.


Thanks for the advice! This is what I needed. Sadly I don't see spending $150 to get two megatron models... Sorry GW but I am getting sick of the baby carriers and megatrons as well as the flyer add ons. To me it is a poor attempt at a money grab and I am not buying.

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Ultramarine Chaplain with Hate to Spare





So with 10 MLs on a unit what would you shoot at that unit. Say you are against marines. What marine unit would you need 10 MLs to kill and what units would you shoot at them? Likewise say Orks with no mob over 20 (heck I can't see you needing that many MLs even against 30). For me you're gonna find you're wasting MLs most turns. I run 5 with my commander (though my commander has guns and a VT so he can be another AA unit if needed), and that is easily enough. I only have 5 other MLs in the list but rarely feel short of ML shots. Remember MLs are for buffing your shooting and exist to help you make sure that key unit you need dead ends up dead. You shouldn't be expecting all your shooting to be augmented by MLs because that means you've not enough fire power.

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Arizona

I'm failing to see how missilesides are the "dominators of this codex"

I mean I get that the mathhammer says that they'll be popping off 4.5 glances-or-better on AV11 per round of shooting, but their drastically shorter range and the continued lack of broadside mobility means that by the time they get in range the vehicles will have already served their purpose and brought the enemy to you, or else they'll end up as additional cover for the very sort of GEQs that AP4 would be so useful against. At that point it would seem better to just take a hammerhead or two. It still has the classic railgun, can have an easily bumped bs (even moreso if given longstrike) and have a sub round that defeats cover far more effectively than missilesides.

I do agree though that he's got waaaaaaaaaaaay too many markerlights in that army. Too many pathfinders personally, I'd love to see some more markerdrone squads using their jet pack rules to fire heavy weapons on the move, especially since markerdrone squads are generally cheaper and can JSJ. Also, considering that pathfinders now scout far more effectively and they're more likely to get attacked by the enemy in CC (since their low saves necessitate the use of cover) I do have to question why one squad at least didn't have a grav drone.

Also, this may just be my personal failing, but how exactly is 12 man fireteams a bad idea now? Or at least a 10 mans squad with 2 markerdrones... I mean, to me at least, the price drop coupled with the continued necessity for mass troop choices to effectively capture anything would seem to encourage more firewarriors...especially with devilfishes. I mean, they may still be expensive, but the price drop means taking a mobile fireteam is a lot more practical nowdays. Hell he's got carbines on half of them anyways, which are all but designed to be dumped in a devilfish and sent zooming around.

I personally have never really been big on sunforge crisis suits but I can understand their usefulness as a deathbomb for tanks...That's just my personal preference. I would think though, if you're planning on deathbombing with them that you'd want to give some of those pathfinders a locator beacon or something...

I hear kroot with sniper rounds are fun, but their nerf in melee means that, for my purposes at least they're basically useless in the current playstyle...

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Longtime Dakkanaut



Beaver Dam, WI

Alright simplified the list and took the suggestions as far as I could.


HQ Crisis Commander: Iridium, Shield, Stim Injector,Drone Controller, CC Node 168
HQ Ethereal 50
Elite XV8: 2 Fusion Blaster + Missile Pod 67
Elite XV8: 2 Fusion Blaster + Missile Pod 67
Elite XV8: 2 Fusion Blaster + Missile Pod 67
Troop 20 Kroot: 120
Troop 9 Firewarriors: Shasui ,EMP Grenades 109
Troop 9 Firewarriors: Shasui ,EMP Grenades 109
Troop 9 Firewarriors: Shasui 91
Troop 9 Firewarriors: Shasui 91
Fast 10 Markerlight Drones 140
Fast 10 Pathfinders: Shasui w Blacksun Filter , 2 Gun Drones, Recon Drone, 3 Rail Rifles 218
Heavy 2 XV88: 2 x Seeker Missiles, Plasma Cannons, EWO, 4x Missile Drones 214
Heavy 2 XV88: 2 x Seeker Missiles, HYMP, SMS, EWO, 4 x Missile Drones 204
Heavy 2 Marksmen + 6 Sniper Drones 116
1831


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Ultramarine Chaplain with Hate to Spare





Whilst Broadsides have a shorter range it is still 36" which is often enough. You'll generally still be the n range turn 1 on a standard board. Also the Missilesides can get away with moving and shooting. The drones lose nothing and twinlinked coupled with the volume of shots means snap shooting is not that bad for you, again particularly with ML support. They are not just there for tank hunting they kill everything. They are basically a superior version of Lottas and theres a reason Lottas form the core of most competitive Ork armies.

Marker drones are more expensive than Pathfinders (14pts vs 11pts) and ate Bs2 rather than Bs3. The drones are only worth it with a commander.

12 man teams are bad now because whilst Firewarriors ate a point less they now have Photon grenades. If you have ever played as Tau you would understand why big units are a bad idea. If you could pay a point to get rid of the Photon grenades then I would agree with 10-12 men squads. But given that you're now taking the Ethereals Ld10 coupled with defensive grenades there is just too big a chance a 12 man squad will survive that first round of combat.

The Sunforge can now take 2 individual fusion blasters this makes them far more effective. Also with an 18" range you don't necessarily have to deep strike them to get the job done and they are a lot less suicidy.

Were Kroot good in combat any in the last Codex? Or were they better at shooting? This codex has just increased that. They are still more damage efficient than FWs against infantry and 7 point snipers are brilliant.

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 
   
 
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