 dbsamurai wrote:
 dbsamurai wrote:Riptide needs a drone to count as a squad and let shadowsun join it.  Otherwise it's a monstrous creature that she can't join.
 
 With the pathfinder team so cheap (i.e. no grav drones or anything like that) you're really gonna need to support them.  Also this army is gonna be really slow on foot, I would still throw at least one devilfish in there to redeploy.
 
 It may work better, if you're planning on footslogging, to drop the pathfinders and give the firewarriors marker drones instead.  The costs will be slightly lower and you'll still have just as many markerlights.
 
 Also, with such large 
fw squads, you may want to consider bonding them.  On a 6 man team below half strength isn't such a loss if they run, but with a 10 man squad you're missing an extra 2 shots.  Again though, 
YMMV
 
 Overall this list basically looks like the exact sort of list I'd run, just with a little less invested in each squad in order to field more models.
 
 
 
 The prohibition isn't against units of one model, its against units that always consist of one model.  Ex a lone wolf can only be taken as one model, so no 
IC's allowed.  The riptide can take up to 2 shield drones, therefore the unit CAN have up to 3 models (>1) but doesn't need to actually buy the drones.
 
 Larger squads are better in the tau as they allow you to make more efficient use of markerlights.  I would suggest 2 units of 12xFirewarriors and 1 unit of 20x Kroot (with a hound) for the troops (i run this setup, though I feel that I wouldn't mind a second set of 20 kroot).
 
 For the riptide I would either suggest the plasma (its S6 AP2 synergizes with the Ion accelerator) or a fusion blaster (which adds anti-AV13+ and is a nightmare to any deepstriking dreadnoughts)  The 
SMS is a weak choice as the weapons strength and 
AP's don't synergize with S7 AP2 well.  The 
SMS would combo better with the heavy burst cannon, but I believe the heavy burst cannon is a weaker choice (it requires nova charge to be effective and only adds mid-strength shooting to your army, you already have a crapton of scoring bodies with s5).
 
 For the crisis team with fusion I'd suggest dropping the Target locks for flamers.  6 shots at BS3 is only 3 hits, which nets about 2-3 pens, you are just barely killing a single tank with this firepower.  Split fire doesn't help as you wound 2 units instead of killing 1.  The flamers would add versatility and allow you to engage light infantry and discourage assaults.  I would advise something similar with the plasma but plasma suits play little differently.
 
 I don't have too much constructive advice for broadsides, their immobility kinda kills it for me.  (Railsides lost S10, and 
HYMP are only 36" range and can't move, this allows enemy fliers to use careful movement to mitigate them through superior range vendettas are a hard counter here)