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Made in us
Fireknife Shas'el





United States

After many lists, i have come down to this. A farsight bomb, three riptides, lots of BS5 markerlights, and a great deal of skyfire abounds, though I feel the cheese in this list may be a little too much.

Tau list – 2000

HQ
Farsight - 165
+ 2 Crisis Bodyguard Suits – 206
- Suit 1 – Two Fusion Blasters, Target Lock, Stimulant Injector
- Suit 2 – Two Fusion Blasters, Puretide Chip , Stimulant Injector
Commander w/ Drone Controller and Command and Control Node- 132
+ 2 Marker Drones

ELITES
XV-104 w/ Heavy Burst Cannon, TL Fusion Blaster, Velocity Tracker, and Early Warning Override - 205
XV-104 w/ Ion Accelerator – 185
XV-104 w/ Ion Accelerator – 185

TROOPS
6 Firewarriors – 54 (home obj.)
10 Kroot w/ Sniper Rounds – 70 (outflank)
11 Kroot w/ Sniper Rounds – 77 (outflank)
12 Kroot w/ Sniper Rounds – 84 (infiltrate)

FAST ATTACK
4 Pathfinders w/ Recon Drone and Pulse Accelerator Drone - 87
4 Marker Drones - 56

HEAVY SUPPORT
2 Broadsides w/ High Yield Missile Pods and Velocity Trackers – 218
+ 4 Missile Drones
1 Broadside Shas’vre w/ Heavy Rail Rifle and Advanced Targeting Relay – 102
+ 2 Shield Drones
Sniper Drone Team – 174
+3 Firesight Marksmen
+9 Sniper Drones

Also, I probably did math wrong somewhere. Anyway, I took out a hammerhead and replaced it with the farsight/bodyguard unit for reliable anti-tank, took out two railsides and a missileside for a third riptide, then made room for the Sniper Drone team. With the amount of almost guaranteed markerlights, I expect one or two units to be bamboozled per turn, if not hornswoggled completely. In internet terms, I think this list will faceroll many a noob. Bear in mind that I play against people who somehow both roll better than I do. And most of them also play Tau and Space marines.
   
Made in gb
Focused Fire Warrior




Norwich,UK

With your commander its a waste to give it no guns drop the c&c node and add a target lock and 2 separate missile pods for 4 bs 5 missile shots at a decent range so you don't need to put your marker drones in danger

Stim injectors arnt great on crisis suits I think I'd drop them if you want more survivability add iridium armor on one of them.

You want ewo on your riptides with ion accelorators landing a pie plate on anyone foolish to deep strike within 60" of it, not a fan of birstcannontides but you only have 1 and 2 ion ones so not so bad.

The kroot you are outflanking add 1hound and give them accute sences so they can re roll with side they come

Also all the drones on the pathfinder squad seem silly why not take more pathfinders.

Tac Ticz, Whatz Dat?  
   
Made in us
Fireknife Shas'el





United States

Well, the CC node on the commander was to basically ensure that those markerlights would hit, giving me six guaranteed lights a turn on any target in sight.

I haven't tested the stims v. armor, but I was thinking to make every member more survivable, though Iridium kinda does that as well.

The bursttide is for AA. 8 S6 shots (and possibly two S8 shots if I overcharge) can, and hopefully will, wreck a flyer. I'm not sure about EWO on the Iontides, any unit that deep strikes can't move until their next turn, just run or move in the assault phase if they're jet pack dudes. I'll be able to land a pie plate on them either way.

As for the last two, I agree about the pulse accelerator drone, I'm going to take it out, since I'm using the pathfinders for the markerlights. However, the hound is really only needed on one kroot squad, and that's because of the recon drone (I could also deep strike a Riptide with it, but i probably won't). Since I can come in on any part of the board edge that the recon drone is near, one squad of kroot will come in on that side, hound kroot on the other, and the largest kroot squad will infiltrate. The recon drone can also help with overwatch, since it has a burst cannon.

   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

Why do you have your kroot troops as 10 man, 11 man and 12 man? Why not just make them all 11 man squads?

2500 pts

Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.



 
   
Made in gb
Focused Fire Warrior




Norwich,UK

A unit can run on the turn they arrive from deepstrike its also very good for dealing with farsight bombs before they jump move, even if its a shooty deepstrike unit why not kill them before they can shoot at you. Besides this is a 5 point upgrade, a no brainer if you ask me.

As for using a birscannon tide for aa vs most targets I suspect you will be disappointed 8 shots with on average 4 hits at str 6 vs av 12 is poor even vs av 11 its not great as for when its nova charged 6 hits on average gets you 1 pen on a flyer because of Rending which ok but not great compaired to our other aa options.

As for your recon drones helping bring your kroot on the right side I wouldn't bet on them surviving turn 1 the only thing between it and being shot at is 4 5+ pathfinders which any competent player will shoot at 1st and won't need much to kill them with. Maybie take a positional relay on one of the riptides instead.

Tac Ticz, Whatz Dat?  
   
 
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