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Made in ca
Human Auxiliary to the Empire




Fenris

I recently started Playing WH40K and fell in love with the tau.
This is my first attempt for an army, any feedback is welcomed.
https://docs.google.com/spreadsheets/d/1vvDGjdqMppCcPFGwVyWSGIJCQsL5D_S4Pj55Z-yEois/edit#gid=0
Thanks in advance.
   
Made in gb
Fresh-Faced New User




That spreadsheet format is extremely difficult to read and will likely prevent or at the very least put off people from replying.

I strongly advise doing your list with pen and paper or battlescribe and then typing it up on the forum. Most of the unit totals in that spreadsheet are wrong as you've not put in all the values you needed also I think I spotted longstrike being taken twice, he is a unique character and can only be taken once per army.

From what I could figure out from your list I'd say you're taking way too many gun drones especially considering there isn't a drone controller in sight. Aun'va isn't particularly worth the 50 points over a standard ethereal and requires very specific lists to be effective so I would steer clear.

Mixed weapons on suits might feel like the right thing to do but it isn't very efficient, doubling up on single weapons serves you far better so I'd personally go 3x Double fusion blaster suits with 2 target locks, and then either go for another of the same or go for double plasma suits with no other upgrades.

The broadsides perform far better with missile pods and smart missiles, adding early warning overrides is also common practice.

Try and spend as few points as possible on each unit and really think about whether the upgrade you're adding is a) worth it's cost and b) suitable for the task you want that unit to achieve.

I look forward to seeing your list, I'll do my best to help once it's a bit more coherent.
   
Made in ca
Human Auxiliary to the Empire




Fenris


+++ New Roster (1851pts) +++ Sorry if it's a little big gut here it is

++ Tau Empire: Codex (2013) (Combined Arms Detachment) (1851pts) ++

+ HQ (210pts) +

Commander (160pts) [Airbursting fragmentation projector (15pts), Crisis battlesuit, Cyclic ion blaster (15pts), Drone controller (8pts), XV8-02 Crisis 'Iridium' Battlesuit (25pts)]
····Rules: Independent Character, Supporting Fire, Very Bulky
····Gun Drone (12pts) [Twin-linked pulse carbine]
····Profiles:
········Commander (XV8-02 Crisis 'Iridium' Battlesuit): Unit Type:Jet Pack Infantry (Character)|WS:4|BS:5|S:5|T:5|W:4|I:3|A:4|Ld:10|Save:2+|Codex: Tau Empire p34
········Gun Drone: Unit Type:Jet Pack Infantry (Drone)|WS:2|BS:2|S:3|T:4|W:1|I:4|A:1|Ld:7|Save:4+|Codex: Tau Empire p33
········Blacksun Filter: Description:Night Vision and immune to Blind.|Codex: Tau Empire p68
········Crisis battlesuit: Description:Comes equipped with multi-tracker and blacksun filter.|Codex: Tau Empire p70
········Drone Controller: Descriptionrones in the unit use the bearer's BS.|Codex: Tau Empire p68
········Multi-Tracker: Description:Fire an extra weapon each Shooting phase.|Codex: Tau Empire p69
········XV8-02 Crisis 'Iridium' Battlesuit: Description:+1 Toughness and 2+ Armour Save.|Codex: Tau Empire p73
········Airbursting fragmentation projector: Range:18"|Strength:4|AP:5|Type:Assault 1, Barrage, Ignores Cover, Large Blast|Codex: Tau Empire p65
········Cyclic ion blaster (ovrchrg): Range:18"|Strength:8|AP:4|Type:Heavy 1, Blast, Gets hot!|Codex: Tau Empire p66
········Cyclic ion blaster (std): Range:18"|Strength:7|AP:4|Type:Assault 3|Codex: Tau Empire p66
········Pulse carbine: Range:18"|Strength:5|AP:5|Type:Assault 2, Pinning|Codex: Tau Empire p66

Ethereal (50pts)
····Rules: Failure is Not An Option, Independent Character, Invocation of the Elements, Stubborn
····Profiles:
········Ethereal: Unit Type:Infantry (Character)|WS:4|BS:3|S:3|T:3|W:2|I:3|A:3|Ld:10|Save:-|Codex: Tau Empire p35

+ Elites (530pts) +

XV104 Riptide (185pts) [Ion accelerator (5pts), Riptide battlesuit, Riptide Shield Generator, Twin-linked fusion blaster]
····Rules: Nova Reactor, Supporting Fire
····Profiles:
········Riptide Shas'vre: Unit Type:Jet Pack Monstrous Creature|WS:2|BS:3|S:6|T:6|W:5|I:2|A:3|Ld:9|Save:2+/5++|Codex: Tau Empire p45
········Blacksun Filter: Description:Night Vision and immune to Blind.|Codex: Tau Empire p68
········Multi-Tracker: Description:Fire an extra weapon each Shooting phase.|Codex: Tau Empire p69
········Riptide battlesuit: Description:Comes equipped with multi-tracker and blacksun filter.|Codex: Tau Empire p70
········Riptide Shield Generator: Description:5+ invulnerable save.|Codex: Tau Empire p69
········Fusion blaster: Range:18"|Strength:8|AP:1|Type:Assault 1, Melta|Codex: Tau Empire p65
········Ion accelerator (Nova): Range:72"|Strength:9|AP:2|Type:Ordnance 1, Gets Hot, Large Blast, Nova-charge|Codex: Tau Empire p66
········Ion accelerator (ovrchrg): Range:72"|Strength:8|AP:2|Type:Heavy 1, Gets Hot, Large Blast|Codex: Tau Empire p66
········Ion accelerator (std): Range:72"|Strength:7|AP:2|Type:Heavy 3|Codex: Tau Empire p66

XV8 Crisis Team (195pts)
····Rules: Supporting Fire, Very Bulky
····Crisis Shas'ui (57pts) [Crisis battlesuit, Missile pod (15pts), Twin-linked fusion blaster (20pts)]
····Crisis Shas'ui (57pts) [Crisis battlesuit, Missile pod (15pts), Twin-linked fusion blaster (20pts)]
····Crisis Shas'ui (57pts) [Crisis battlesuit, Missile pod (15pts), Twin-linked fusion blaster (20pts)]
····2x Gun Drone (24pts) [2x Twin-linked pulse carbine]
····Profiles:
········Crisis Shas'ui: Unit Type:Jet Pack Infantry|WS:2|BS:3|S:5|T:4|W:2|I:2|A:2|Ld:8|Save:3+|Codex: Tau Empire p41
········Gun Drone: Unit Type:Jet Pack Infantry (Drone)|WS:2|BS:2|S:3|T:4|W:1|I:4|A:1|Ld:7|Save:4+|Codex: Tau Empire p33
········Blacksun Filter: Description:Night Vision and immune to Blind.|Codex: Tau Empire p68
········Crisis battlesuit: Description:Comes equipped with multi-tracker and blacksun filter.|Codex: Tau Empire p70
········Multi-Tracker: Description:Fire an extra weapon each Shooting phase.|Codex: Tau Empire p69
········Fusion blaster: Range:18"|Strength:8|AP:1|Type:Assault 1, Melta|Codex: Tau Empire p65
········Missile pod: Range:36"|Strength:7|AP:4|Type:Assault 2|Codex: Tau Empire p66
········Pulse carbine: Range:18"|Strength:5|AP:5|Type:Assault 2, Pinning|Codex: Tau Empire p66

XV8 Crisis Team (150pts)
····Rules: Supporting Fire, Very Bulky
····Crisis Shas'ui (42pts) [Crisis battlesuit, Twin-linked plasma rifle (20pts)]
····Crisis Shas'ui (42pts) [Crisis battlesuit, Twin-linked plasma rifle (20pts)]
····Crisis Shas'ui (42pts) [Crisis battlesuit, Twin-linked plasma rifle (20pts)]
····2x Gun Drone (24pts) [2x Twin-linked pulse carbine]
····Profiles:
········Crisis Shas'ui: Unit Type:Jet Pack Infantry|WS:2|BS:3|S:5|T:4|W:2|I:2|A:2|Ld:8|Save:3+|Codex: Tau Empire p41
········Gun Drone: Unit Type:Jet Pack Infantry (Drone)|WS:2|BS:2|S:3|T:4|W:1|I:4|A:1|Ld:7|Save:4+|Codex: Tau Empire p33
········Blacksun Filter: Description:Night Vision and immune to Blind.|Codex: Tau Empire p68
········Crisis battlesuit: Description:Comes equipped with multi-tracker and blacksun filter.|Codex: Tau Empire p70
········Multi-Tracker: Description:Fire an extra weapon each Shooting phase.|Codex: Tau Empire p69
········Plasma rifle: Range:24"|Strength:6|AP:2|Type:Rapid Fire|Codex: Tau Empire p66
········Pulse carbine: Range:18"|Strength:5|AP:5|Type:Assault 2, Pinning|Codex: Tau Empire p66

+ Troops (464pts) +

Fire Warrior Team (132pts) [EMP grenades (24pts), 12x Fire Warrior Shas'la with pulse rifle (108pts), Photon grenades]
····Rules: Supporting Fire
····Profiles:
········Fire Warrior: Unit Type:Infantry|WS:2|BS:3|S:3|T:3|W:1|I:2|A:1|Ld:7|Save:4+|Codex: Tau Empire p37
········EMP grenades: Description:Haywire grenades, Wh40k rulebook pg62|Codex: Tau Empire p68
········Photon grenades: Descriptionefensive grenades, Wh40k rulebook pg62|Codex: Tau Empire p68
········Pulse rifle: Range:30"|Strength:5|AP:5|Type:Rapid Fire|Codex: Tau Empire p66

Fire Warrior Team (132pts) [EMP grenades (24pts), 12x Fire Warrior Shas'la with pulse rifle (108pts), Photon grenades]
····Rules: Supporting Fire
····Profiles:
········Fire Warrior: Unit Type:Infantry|WS:2|BS:3|S:3|T:3|W:1|I:2|A:1|Ld:7|Save:4+|Codex: Tau Empire p37
········EMP grenades: Description:Haywire grenades, Wh40k rulebook pg62|Codex: Tau Empire p68
········Photon grenades: Descriptionefensive grenades, Wh40k rulebook pg62|Codex: Tau Empire p68
········Pulse rifle: Range:30"|Strength:5|AP:5|Type:Rapid Fire|Codex: Tau Empire p66

Kroot Carnivore Squad (100pts) [Kroot Hound (5pts), Sniper rounds (10pts)]
····Rules: Acute Senses, Infiltrate, Move Through Cover, Stealth (Forests)
····10x Kroot (60pts) [10x Kroot rifle]
····Krootox Rider (25pts) [Kroot gun]
········Rules: Bulky
····Profiles:
········Kroot: Unit Type:Infantry|WS:4|BS:3|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:6+|Codex: Tau Empire p53
········Kroot Hound: Unit Type:Beasts|WS:4|BS:0|S:3|T:3|W:1|I:5|A:2|Ld:6|Save:-|Codex: Tau Empire p53
········Krootox Rider: Unit Type:Infantry|WS:4|BS:3|S:6|T:3|W:2|I:3|A:2|Ld:7|Save:6+|Codex: Tau Empire p53
········Kroot gun: Range:48"|Strength:7|AP:4|Type:Rapid Fire|Codex: Tau Empire p66
········Kroot rifle (melee): Range:-|Strength:User|AP:5|Type:Melee, Two-handed|Codex: Tau Empire p65
········Kroot rifle (pulse round): Range:24"|Strength:4|AP:6|Type:Rapid Fire|Codex: Tau Empire p66
········Kroot rifle (sniper round): Range:24"|Strength:X|AP:6|Type:Heavy 1, Sniper|Codex: Tau Empire p66

Kroot Carnivore Squad (100pts) [Kroot Hound (5pts), Sniper rounds (10pts)]
····Rules: Acute Senses, Infiltrate, Move Through Cover, Stealth (Forests)
····10x Kroot (60pts) [10x Kroot rifle]
····Krootox Rider (25pts) [Kroot gun]
········Rules: Bulky
····Profiles:
········Kroot: Unit Type:Infantry|WS:4|BS:3|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:6+|Codex: Tau Empire p53
········Kroot Hound: Unit Type:Beasts|WS:4|BS:0|S:3|T:3|W:1|I:5|A:2|Ld:6|Save:-|Codex: Tau Empire p53
········Krootox Rider: Unit Type:Infantry|WS:4|BS:3|S:6|T:3|W:2|I:3|A:2|Ld:7|Save:6+|Codex: Tau Empire p53
········Kroot gun: Range:48"|Strength:7|AP:4|Type:Rapid Fire|Codex: Tau Empire p66
········Kroot rifle (melee): Range:-|Strength:User|AP:5|Type:Melee, Two-handed|Codex: Tau Empire p65
········Kroot rifle (pulse round): Range:24"|Strength:4|AP:6|Type:Rapid Fire|Codex: Tau Empire p66
········Kroot rifle (sniper round): Range:24"|Strength:X|AP:6|Type:Heavy 1, Sniper|Codex: Tau Empire p66

+ Fast Attack (110pts) +

Pathfinder Team (55pts) [Bonding Knife Ritual, Photon grenades]
····Rules: Bonding Knife Ritual, Scouts, Supporting Fire
····5x Pathfinder Shas'la (55pts) [5x Pulse carbine with Markerlight]
····Profiles:
········Pathfinder: Unit Type:Infantry|WS:2|BS:3|S:3|T:3|W:1|I:2|A:1|Ld:7|Save:5+|Codex: Tau Empire p38
········Photon grenades: Descriptionefensive grenades, Wh40k rulebook pg62|Codex: Tau Empire p68
········Markerlight: Range:36"|Strength:-|AP:-|Type:Heavy 1, Target Acquired|Codex: Tau Empire p68
········Pulse carbine: Range:18"|Strength:5|AP:5|Type:Assault 2, Pinning|Codex: Tau Empire p66

Pathfinder Team (55pts) [Bonding Knife Ritual, Photon grenades]
····Rules: Bonding Knife Ritual, Scouts, Supporting Fire
····5x Pathfinder Shas'la (55pts) [5x Pulse carbine with Markerlight]
····Profiles:
········Pathfinder: Unit Type:Infantry|WS:2|BS:3|S:3|T:3|W:1|I:2|A:1|Ld:7|Save:5+|Codex: Tau Empire p38
········Photon grenades: Descriptionefensive grenades, Wh40k rulebook pg62|Codex: Tau Empire p68
········Markerlight: Range:36"|Strength:-|AP:-|Type:Heavy 1, Target Acquired|Codex: Tau Empire p68
········Pulse carbine: Range:18"|Strength:5|AP:5|Type:Assault 2, Pinning|Codex: Tau Empire p66

+ Heavy Support (537pts) +

Hammerhead Gunship (186pts) [Railgun, 2x Seeker missile (16pts), Twin-linked smart missile system]
····Longstrike (45pts) [XV02 Pilot Battlesuit]
········Rules: Hammerhead Ace, Preferred Enemy (Imperial Guard), Supporting Fire, Tank Hunters
····Profiles:
········Hammerhead Gunship: BS:4|Front:13|Side:12|Rear:10|HP:3|Type:Tank, Skimmer|Codex: Tau Empire p50
········Blacksun Filter: Description:Night Vision and immune to Blind.|Codex: Tau Empire p68
········XV02 Pilot Battlesuit: Description:Supporting Fire, blacksun filter. Longstrike's Hammerhead can fire Overwatch once at each eligible charging unit.|Codex: Tau Empire p62
········Railgun (solid): Range:72"|Strength:10|AP:1|Type:Heavy 1|Codex: Tau Empire p66
········Seeker missile: Range:72"|Strength:8|AP:3|Type:Heavy 1, One Use Only|Codex: Tau Empire p66
········Smart missile system: Range:30"|Strength:5|AP:5|Type:Heavy 4, Homing, Ignores Cover|Codex: Tau Empire p66

Hammerhead Gunship (141pts) [Railgun, 2x Seeker missile (16pts), Twin-linked smart missile system]
····Profiles:
········Hammerhead Gunship: BS:4|Front:13|Side:12|Rear:10|HP:3|Type:Tank, Skimmer|Codex: Tau Empire p50
········Railgun (solid): Range:72"|Strength:10|AP:1|Type:Heavy 1|Codex: Tau Empire p66
········Seeker missile: Range:72"|Strength:8|AP:3|Type:Heavy 1, One Use Only|Codex: Tau Empire p66
········Smart missile system: Range:30"|Strength:5|AP:5|Type:Heavy 4, Homing, Ignores Cover|Codex: Tau Empire p66

XV88 Broadside Team (210pts)
····Rules: Extremely Bulky, Supporting Fire
····Broadside Shas'ui (70pts) [Broadside battlesuit, Early warning override (5pts), Twin-linked heavy rail rifle, Twin-linked smart missile system]
····Broadside Shas'ui (70pts) [Broadside battlesuit, Early warning override (5pts), Twin-linked heavy rail rifle, Twin-linked smart missile system]
····Broadside Shas'ui (70pts) [Broadside battlesuit, Early warning override (5pts), Twin-linked heavy rail rifle, Twin-linked smart missile system]
····Profiles:
········Broadside Shas'ui: Unit Type:Infantry|WS:2|BS:3|S:5|T:4|W:2|I:2|A:2|Ld:8|Save:2+|Codex: Tau Empire p42
········Blacksun Filter: Description:Night Vision and immune to Blind.|Codex: Tau Empire p68
········Broadside battlesuit: Description:Comes equipped with multi-tracker and blacksun filter.|Codex: Tau Empire p70
········Early Warning Override: Description:Interceptor.|Codex: Tau Empire p68
········Multi-Tracker: Description:Fire an extra weapon each Shooting phase.|Codex: Tau Empire p69
········Heavy rail rifle: Range:60"|Strength:8|AP:1|Type:Heavy 1|Codex: Tau Empire p66
········Smart missile system: Range:30"|Strength:5|AP:5|Type:Heavy 4, Homing, Ignores Cover|Codex: Tau Empire p66

++ Selection Rules ++

Acute Senses: (Warhammer 40k rulebook p33)
Bonding Knife Ritual: A unit with this special rule always tests to regroup on its unmodified Leadership. (Codex: Tau Empire p32)
Bulky: (Warhammer 40k rulebook p35)
Extremely Bulky: (Warhammer 40k rulebook p35)
Failure is Not An Option: All friendly Tau Empire models within 12" use the Ethereal's Ld for Fear, Morale, Pinning and Regroup tests. A slain Ethereal is worth an extra Victory Point. (Codex: Tau Empire p35)
Hammerhead Ace: Longstrike's Hammerhead is BS 5. Longstrike also dies if his Hammerhead is destroyed, but provides no additional Victory Points. (Codex: Tau Empire p48)
Independent Character: (Warhammer 40k rulebook p39)
Infiltrate: (Warhammer 40k rulebook p38)
Invocation of the Elements: At the start of each Movement phase, choose one of the four elemental powers. The Ethereal, and all friendly non-vehicle Tau Empire models within 12" benefit from the power until the start of the Ethereal's next Movement phase. If the Ethereal is slain, the power ends.
- Calm of Tides: Stubborn.
- Storm of Fire: Fire an extra shot with pulse weapons when target is within half range. This affects Kroot pulse rounds but not pulse bombs.
- Sense of Stone: Feel No Pain (6+) .
- Zephyr's Grace: Fire Snap Shots after running. (Codex: Tau Empire p35)
Move Through Cover: (Warhammer 40k rulebook p40)
Nova Reactor: Declare an attempt to use the reactor at the start of each of its Movement phases. If using the reactor, roll a D6. On a 1-2, the Riptide fails and suffers a Wound (no saves allowed). On a 3+, you can choose an ability listed below to have (until the start of your next Movement phase).
- Nova Shield: 3+ invulnerable save.
- Boost: Rolls 4D6 for Thrust Moves.
- Ripple Fire: Fire twin-linked fusion blaster, twin-linked plasma rifle, or twin-linked SMS twice.
- Nova-charge: Can use Nova-charge profile on weapons. (Codex: Tau Empire p45)
Preferred Enemy (Imperial Guard): (Warhammer 40k rulebook p40)
Scouts: (Warhammer 40k rulebook p41)
Stealth (Forests): (Warhammer 40k rulebook p42)
Stubborn: (Warhammer 40k rulebook p43)
Supporting Fire: When an enemy charges, all friendly models with this special rule in units within 6" of the unit being charged can choose to fire Overwatch. (Codex: Tau Empire p32)
Tank Hunters: (Warhammer 40k rulebook p43)
Very Bulky: (Warhammer 40k rulebook p35)

This message was edited 2 times. Last update was at 2015/02/12 15:59:59


 
   
Made in gb
Fresh-Faced New User





HOLY

I strongly recommend you read a few other lists posted in the sub-forum - That should give you a general idea with regard to posting a list that we're able to give feedback on. Don't have the time to go through all that currently but.. I'll take a look at some point! Thin that thing down.. drastically.

Aardvark.

This message was edited 1 time. Last update was at 2015/02/12 18:11:19


 
   
Made in gb
Discriminating Deathmark Assassin






Dude. Best bet is just put the units and upgrades. Eg:

Commander
Iridium, Drone Controller, PEN chip, multi spectrum sensor suite, 2 x flamer

Skyray
SMS, Blacksun Filter

And so on. Otherwise no one will read or help. :-(
   
Made in nl
Water-Caste Negotiator





I have to agree with the others, this is totally not readable, also, it is not allowed to post point cost per upgrade and all the profiles (IP rights and all) which might get your post deleted/modded, you should just post it like Kholzerino says and only add the unit total cost.

This message was edited 2 times. Last update was at 2015/02/12 18:25:58


1500, 100% WIP, 100% kick-ass
(dkok) 1500, 100% NIB 
   
Made in us
Sneaky Sniper Drone






<steps out from behind the crowd of naysayers>
"Don't worry fellas, I got this..."

I would recommend following a thinner format for posting though (basically just the first line of each entry, drop the rules and item descriptions), and also for handing army lists to your opponent. Battlescribe is great for organization and info, but when presented to others its too much of a good thing. Also, make sure to read the forum rules on posting point values. Alright, lets get to it...

HQ: I'm a fan of taking both an ethereal and a commander in infantry heavy lists like this. That said, your commander is lacking a defined role. His weapons dont really complement the other units you'd have him join. Really though, I think there are a few tried and true commander loadouts that really make a list function well. Chief amongst them is the buff commander, and I think this list would really benefit from having him. CCN, MSSS, PEN, stims, iridium, and drone controller, onager gauntlet, VRT, and flamer to taste. This makes all his unit's shooting twin-linked, ignores cover, and monster/tank hunter. Take a drone controller and a handful of marker drones in the unit, plus some target locks and you are reliably getting marker light hits 35/36 times. So, thats the biggest change I would make and frees up a lot of options later too.

Elites: As a rule of thumb, having 2 shots is generally better than having 1 twin-linked shot. Especially with strong markerlight support and/or buff commander, you can just take two FBs or two PRs (but see below).
Riptide: He should really have at least some supporting systems. I like Stims and EWO.
Crisis: MP+FB can be ok for taking on a wide range of targets, but I wouldn't straddle the fence on this one - pick a range class (long, mid, short) and stick with it. So, probably 2x fusion blasters here. Give one a target lock so you can take on a couple vehicles if desired.
Crisis: This is really where you want 2x PRs instead of just TLPRs. Throw the buff commander in here and you'll be doing a lot of damage to MEQs. You could also take drones and target locks here too, as mentioned in HQ section.

Troops:
Fire Warriors: EMPs are most useful for mechanized units. Since you're not taking devilfish, I'd drop them.
Kroot: Sniper rounds are a nice tool to have, but they don't mesh well with small units and outflanking since they'd be snap shooting when they arrive. I'd either bulk these units up to 20 and drop the hound but keep sniper rounds, or drop the sniper rounds to make them dedicated outflankers.

FA: good. If you take marker drones you could stand to drop some of these guys though.

Heavy: I'm pretty lukewarm on hammerheads, but if you're going to take one, you're doing it well.
Longstrike: Ok, take a distruption pod on all non-piranha vehicles though.
Hammerhead: you'd be better served taking a skyray here. dedicated skyfire and anti-tank plus markerlights is better than an inaccurate single shot.
Broadsides: You'll want high-yield missile pods instead of rifles, espcially since you're not taking missile pods on your crisis. This is one of my strongest suggestions.


Overall: a great first attempt that will give you some fun games for sure. If you want to make it more competitive, consider the above suggestions.


HAPPY WARGAMING AND WELCOME TO THE EMPIRE

This message was edited 1 time. Last update was at 2015/02/12 19:04:10


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5000
1500



 
   
Made in ca
Human Auxiliary to the Empire




Fenris

Ok all this advice I have taken into account.
Hq
Commander w/ 1 marker drone. CCN. MSSS. PEN. drone controller. And iriridium battlesuit
Ethereal

Elites
Riptide w/ ion accelerator EWO and Sim injector and twin fusion blaster
Crisis team w/ fusion blasters and missile pod and one has target lock and 2 marker drones
Crisis team w / 2 plasma rifles and one has target lock.

Troops
2 units of 12 fire warriors
2 units of 10 kroot and 1 krootox

Fast Attack
5 pathfinders

Heavy support
Hammerhead w/ longstrike 2 seekers sms and railgun and distruption pod
Sky ray w/sms and distruption pods
3 broadsides w/ high yield pod and EWO

Damn this takes long to type. Anyway thx for everything so far
   
Made in gb
Fresh-Faced New User





Looks like a pretty solid list buddy What are your plans in regard to how you'd use each unit? I'm guessing with that Ethereal, a fire warrior gunline.

Do you plan to DS the crisis suits? Great to see you haven't mixed the weapons in each suit team.

To be honest, I'd play the list and see how it works for you. There aren't any weakness screaming at me; you have plenty of markerlight support, some nice anti 2+ save TEQ and a good serving of anti armour.

My only thought would be to have a think about that hammerhead.. a single shot is just too risky for me. With sub-munitions and a nice blast template, it's effective but still.. that single shot! With longstrike it becomes quite an expensive gamble/target.

In my opinion, I'd go for a second Sky Ray instead - You've got a fair amount of anti-armor already and not only does the Sky Ray provide some seriously nasty fire-power, it also adds a few more markerlights to the pool. Just a though though! Run it how you want and adjust if you see the need I'm fairly inexperienced but as a starting Tau player, I'm steadily realising that you can't really make too many mistakes with them!

P.S. Another thought! Or some more broadsides Mmmm... misslesides..

This message was edited 1 time. Last update was at 2015/02/12 23:12:00


 
   
Made in ca
Human Auxiliary to the Empire




Fenris

I'veseen longstrike Hammerhead take out 2 razorback and a predator so I'm hoping I can take some of that luck. Anyway ill have to playteat this on vassal. I'll post results when I play


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And yeah I inf the kroot and ds the suits. Quite effective

This message was edited 1 time. Last update was at 2015/02/12 23:16:59


 
   
Made in gb
Fresh-Faced New User





If we were all blessed with constant luck, we wouldn't bother writing a list! Fair enough though. As with anything, if the dice are in your favour, anything's deadly.
   
Made in gb
Discriminating Deathmark Assassin






It seems a waste to not have target lock on everyone in the commander's unit. That way everything can shoot at whatit wants and the markers can shoot at something else. If go one more marker drone too. Also, if you are running a gun line with 24 Firewarriors and a unit of broadsides and two tanks, have you considered an aegis defence line?
   
Made in ca
Human Auxiliary to the Empire




Fenris

Yeah I took off the target lock because it was next to useless during playtests.
   
 
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