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Made in us
Fresh-Faced New User




This will be my first combat partol game and I was looking for some feedback on my list.
First off, the rules:

1 Troop choice
No 2+ saves, allies, fortifications, fliers, or unique characters/squads
May take up to 1 HQ choice
No more than 3 wounds
All Non-Vehicle models are scoring
No vehicles with total modified armor greater than 33
No models can deep strike or be held in reserve
2'x4' playfield

Roll a D6 for your scenario
1- Annihlation (purge the alien pretty much)
2- King of the Hill ( contol the one objective in the middle of the map)
3- Assassination (Kill the opposing leader)
4- Capture the flag (self explanitory)
5- Behind enemy lines (Be the first to get line breaker)
6- Red vs. Blue (Destroy the opponents objective)

With that said here is my list:

FW (6)
FW (6)
Tetra - Disruption pod (built in =) / Point Defense Targeting Relay)
Devilfish - Disruption Pod / Point defense Relay / SMS
Crisis Suit (2) - Both with MP and PR / Target Locks

Comes in at 377, what should I do with 23pts left over?

My strategy:
Fire Warriors - Either keep them inside or behind the DF for mobile cover trying to make the most out of cover and jink. The DF can also Overwatch now with Str 5 homing/ignore cover missiles. (optional strategy is to run one squad of FW to the furthest edge of the table to make my opponent have to split up to get to them.

Tetra - Keep near the FW's and DF to Overwatch with Markerlights. Also using the Markerlights to increase the effecctiveness of my crisis suits and DF's SMS by removing cover or increasing BS. (optional additional Mobile cover for FW making the most out of Jink and DP)

Devilfish - SImilar to Tetra, mainly mobile cover with SMS and Overwatch.

Crisis Suits - Staying just out of range using JSJ, Missiles and Rapid Fire Plasma to negate 3+ Armor saves. Option 1: keeping them closer to the enemy harassing them more aggressively allowing the rest of my patrol to move about. Option 2:Hang them a little closer to the Patrol hopefully withing Supporting Fire distance and make enemy come to me.

The meta for my shop is mainly Marines (space, Chaos, Wolves), and a few Tyranid, Eldar, and a hint of Guard every now and then lol.

Thanks for your help guys

This message was edited 1 time. Last update was at 2014/01/13 19:07:46


 
   
Made in cr
Battlewagon Driver with Charged Engine





Philadelphia

Devilfish are illegal; AV total is 34....I think. I'm in vacation. In any case, they're overpriced.

Your crisis loadouts are also illegal; twin linked weapons take up two hard points and target locks take up an additional one; max is 3 selections and each of your suits has 5.

That being said, kill team and combat patrol is all about mobility. The crisis and tetras are good. Just take more crisis. You'll overwhelm your opponents with fire power and JSJ should be great on 4x4s with lots of terrain (as is typical if they're playing as recommended)

Rule #1 is Look Cool.  
   
Made in us
Fresh-Faced New User




Devilfish are AV 12-11-10 = 33 total

Thanks for catching the Crisis Suit loadout, I missed that last line in the codex.

I think I want to stay with the MP/PR loadout, should I take a target lock or make one of the weapons TL? If we are going the TL route, which would be more advantageous?

Edited to take out the TL on the MP and PR. What would be the best use of the remaining 23pts?

This message was edited 1 time. Last update was at 2014/01/13 19:08:37


 
   
Made in us
Fresh-Faced New User




Tournament coming up this weekend anymore critiques welcome =)
   
 
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