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Made in us
Longtime Dakkanaut





Orlando, Florida

Here is my first rough list. Enjoy!

1850 Tau Tournament

HQ

Shas'o with CIB, Sheild Generator, Fusion Blaster, and Hard-Wired Mutli-tracker, Stimulant Injector = 137 points

Elites

2 Crisis Suits with Missle Pods, Plasma Rifles, and Multi-tracker = 124

2 Crisis Suits with Missle Pods, Plasma Rifles, and Multi-tracker = 124

Troops

12 Firewarriors with Team Leader with Markerlight, Target lock = 145

12 Firewarriors with Team Leader with Markerlight, Target lock = 145

12 Kroot with 6 Kroot Hounds = 120

12 Firewarriors in Devilfish with Decoy Launchers, Disruption Pod, and Seeker Missile = 220

Fast Attack

9 Pathfinders with 3 Railrilfes in Devilfish with Decoy Launchers, and Seeker Missle = 235

10 Vespid = 166

Heavy Support

3 Sniper Drone Teams = 240

2 Broadsides with ASS, Team Leader with 2 Sheild Drones = 195

Total = 1851

I will explain some of my thoughts:

HQ, I wanted this guy to be versital. I figure the combination of the Pathfinders devilfish could give him a good change to deep strike near Indirect fire ordanance, while most other times he will be supporting the Crisis Suit Teams. The Sheild Generator and Stimulant Injector gives him some protection if he is cought all by himself.

Elites, This set-up worked perfect for me in the Adepticon Team Tournament and I figured if it ain't broke... Also the fact that you can never reduce either unit below 50% is a bonus.

Troops, I should probably get bonding on my Firewarriors. The standing squads where another carry over from the Team Tournament. I have had great luck shielding them from trouble and find the Markerlight to be an unreliable but handy bonus. Kroot are there as a distraction unit and possible charge protection. The mounted unit is to grab objectives, support firepower, and deny VPs

Fast Attack, Pathfinders I am taking in larger numbers to get a fair amount of markerligh hits. 6 markerlights are 3 hits on average which should be enough to support any unit. The Rail rifles are to support  fire or fire somewhere else. Vespid worry me a little. I don't know if the larger unit is more advantageous. On average they will kill 3 marines unassited by markerlights. But I am afraid that the unit is to big to hid from early game fire.

Heavy Support, Broadsides in this configuration is probably the best bang for the points. With ASS they can start the game out of LoS and move into cover to start fireing . I am tempted to give the team leader target lock so I can potentially kill to tanks a turn. Having all my railguns in one unit worrys me though. The Sniper Teams I figure are a good investment and enough has been said about them. So I am wondering if taking all three teams is to much points on the field.

 

Overall the changes I am thinking to make are reducing the Pathfinders and Vespid and taking a Piranha with Fusion. And/or cutting a Sniper Drone team off and adding something else. I await your thoughts and thank you for your time.


Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Resourceful Gutterscum




Southern Illinois

Did the new codex change the maximum unit size for Pathfinders? You show nine, but the old codex maxed at eight.

I would feel more comfortable with a bit more anti-tank. Either another railgun or markerlit fusion. Just my preference, though. I'd add that at the expense of the Vespid (may be effective, but it is too much of a gimick unit in my opinion).
   
Made in us
Rampaging Carnifex





I wonder if some marker drones wouldn't be worthwhile for those footbound squads. You're spending a bunch of points to get a shas'vre already. Might be worth it.

I'd probly get plasma and multi on the broadsides. More shots for a resilient unit. Dunno. Just me I guess.

Especially if you're buying move and shoot, the plasma seems a good buy. Run up against terminators and they're going to be more than a little unhappy
   
Made in us
Dakka Veteran




the spire of angels

-pathfinders are still a 4-8 per unit so you loose 2 from your list, which frees up 24 points for you to spend elsewere(23 actually since you are 1 point over as it is)

"victory needs no explanation, defeat allows none" 
   
 
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