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Made in gb
Regular Dakkanaut




United kingdom (derby)

Hi guys this is a possible tau list for me to begin with. What do you guys think? What would you change to make it more competitive and remove anything that won't pull its weight.

1850 tau
Hunter contingent
Hunter cadre

Core
Commander. 135
Command and control node
Multi spectrum sensor suit
Stimulant injector

Crisis battle suits. 171
Crisis suits x3, 2 plasma rifles, target lock

Crisis battle suits. 171
Crisis suits x3 2 fusion blaster target lock

Drones. 56
4x marker drones

Drones. 56
4x marker drones

Broadside battle suit. 70
Heavy rail rifle
Smart missile systems
Early warning override

Strike team. 112
Fire warrior shas'ui
9 fire warriors
Shield drone

Strike team. 112
Fire warrior shas'ui
9 fire warriors
Shield drone

Strike team. 112
Fire warrior shas'ui
9 fire warriors
Shield drone

Auxiliary

Fire based support cadre. 520
Riptide. 240
Ion accelerator, smart missile systems
Stimulant injector, velocity tracker

Broadside battle suits X2. 140
2x high yield missile pods
2x smart missile systems
2x early warning override

Broadside battle suits X2. 140
2x high yield missile pods
2x smart missile systems
2x early warning override

Optimised stealth cadre. 315
Ghostkeel. 135
Fusion collider, twin linked burst cannon

Stealth suits x3. 90
3x burst cannon

Stealth suits X3. 90
3x burst cannon

Total 1830


The only things I currently own are 5 broadsides and a riptide which I use as allies.
   
Made in us
Fixture of Dakka





Los Angeles

Candle_man wrote:
Core
Commander. 135
Command and control node
Multi spectrum sensor suit
Stimulant injector

Crisis battle suits. 171
Crisis suits x3, 2 plasma rifles, target lock

Crisis battle suits. 171
Crisis suits x3 2 fusion blaster target lock

1. Promote a 'Vre, give him the MSS and C&CN. You gain an IC that can break off from his own unit late in the game and kill things on his own, with his far better BS5 than the BS3 you lose when a 'Vre carries the MSS and C&CN toys. You gain a lot and lose nothing (well X points in the 'Vre promotion). I still dunno why I keep seeing the Cmdr carrying the toys.
2. Make all 7 suits one unit. They all gain Ignores Cover and Twin Link, and you can reduce the number of target locks on all the PR suits. I'd only have 2 FB suits.
3. For the Cmdr, adding Irid Armor is a must and the PENchip is helpful. Also, one or two GunDs for ablative wounds or a Shield Gen.

You can pay for these upgrades by tossing the Shield Drones in the FW units. They lose the ablative wound, but still need to lose 3 bodies before a Moarle Check kicks in.

Candle_man wrote:
Fire based support cadre. 520
Riptide. 240
Ion accelerator, smart missile systems
Stimulant injector, velocity tracker
Velocity Tracker for SMS and IonAccel is not optimum:
a. SMS can't hurt most fliers, being AV12
b. The Ion ... hmm, I forget if having Skyfire allows blasts to hit Fliers. Need to find that one out.
c. EWO is far better an upgrade because it is a Drop Podding world. Yes, I see that your B-sides have EWO, but on Iontides, you can blast a whole group of marines, both combat squads, *and* the drop pod they arrived in. Before they get to shoot.

Candle_man wrote:
Broadside battle suits X2. 140
2x high yield missile pods
2x smart missile systems
2x early warning override
Having drones for them helps in Wound Allocations and with Marker help, the drones can really pile on the hurt. Bond them.

Find points to make the Marker D units 6 strong.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in gb
Regular Dakkanaut




United kingdom (derby)

Brothererekos, made a few changes thanks to your advice and I can see why it's a better idea to give a crisis suit the toys rather than the commander so Iv done that and you can't sky fire template weapons so Iv changed the riptide to have ewo instead of sky fire but not entirely sure why the marker drones need to be squads of 6 wouldn't 3 squads of 4 be better so I can shoot them at 3 different targets rather than 2 ?


1850 tau
Hunter contingent
Hunter cadre

Core
Commander. 145
Iridium suit
2x burst cannons
Stimulant injector

Crisis battle suits. X6. 367
Shas'vre, command and control, multi spectrum sensor suit, stimulant injector
4x double plasma rifles, target lock
1x double fusion, target lock

Drones. 56
4x marker drones

Drones. 56
4x marker drones

Drones. 56
4x marker drones

Broadside battle suit. 70
Heavy rail rifle
Smart missile systems
Early warning override

Strike team. 90
10 fire warriors

Strike team. 90
10 fire warriors

Strike team. 90
10 fire warriors

Auxiliary

Fire based support cadre. 505
Riptide. 225
Ion accelerator, smart missile systems
Stimulant injector, early warning override

Broadside battle suits X2. 140
2x high yield missile pods
2x smart missile systems
2x early warning override

Broadside battle suits X2. 140
2x high yield missile pods
2x smart missile systems
2x early warning override

Optimised stealth cadre. 315
Ghostkeel. 135
Fusion collider, twin linked burst cannon

Stealth suits x3. 90
3x burst cannon

Stealth suits X3. 90
3x burst cannon

Total 1840


   
Made in us
Fixture of Dakka





Los Angeles

Candle_man wrote:
Brothererekos, made a few changes thanks to your advice and I can see why it's a better idea to give a crisis suit the toys rather than the commander so Iv done that and you can't sky fire template weapons so Iv changed the riptide to have ewo instead of sky fire
Glad you found about about the templates and skyfire. What page in the RB is that? Otherwise, the 3 Ion shots at S7 would not do much to most AV12 fliers.

Candle_man wrote:
but not entirely sure why the marker drones need to be squads of 6 wouldn't 3 squads of 4 be better so I can shoot them at 3 different targets rather than 2 ?
Drones' BS2, that's why. Units of 4 Marker Drones are not mathematically reliable enough to give even odds on scoring 2 Markers per salvo. 6 MDs should produce 2 Marker hits per go. Generally, 2 to 3 Markers makes a difference, 2 markers often go for Ignores Cover, then a single BS bump.

The TL/IgnoresC AP2 group won't need the marker help. The IonTide will and so will a b-side unit. ...

I know you're in the planning stages, so let's maybe toss the 'not full' Ghostkeel unit out of your plans. It is the 3 GhostK, plus drones unit that is a nasty nut to crack, where as having only points for one makes it less so.

For some points, you include a 2nd HQ Crisis Suit, the Baby-Sitter:
dual MPs, Target Lock, Drone Controller, 2 Marker Drones, and then you attach one of your 4 MarkerD units to him. This is a great source of MarkerLights.

Candle_man wrote:
Commander. 145
Iridium suit
2x burst cannons
Stimulant injector
Not BCs! The whole point of MSS is that without Cover, most target MEqs are going to die with no Save, thus dual PRs or PR/FB are a good loadout for the Cmdr joining this group.

In general, never BCs on suits. In 7e, dual PRs, dual FBs or PR/FB. Dual MPs for the Baby Sitter only.

Candle_man wrote:
Crisis battle suits. X6. 367
Shas'vre, command and control, multi spectrum sensor suit, stimulant injector
4x double plasma rifles, target lock
1x double fusion, target lock

Just target lock the FB. You're going to want to erase an entire unit, so all those PR shots should go to the same target. Also, I think Stims on the 'Vre is over much. Better to Look Out, Sir! nastiness. And anything he will want to hand to a drone, is likely to be a S8 wound that will negate the Stim's effectiveness.

Candle_man wrote:
Strike team. 90
10 fire warriors
Magic numbers for Morale Checks are 9 and 12. At 8 dudes, two need to die for a Morale Check, but at 9 to 11 members, it takes three deaths, until you get to 12 guys and so forth. So, those 3 dudes making each unit a flat 10 squad are kinda superfluous.

Now, in these planning stages, you can keep that last in mind on how big the FW units get. May I suggest your purchases:

a. 2 more Riptides. The formation is just too good not to use
b. 8 or 9 Crisis Suits. 2 as HQs, the other 6 the gunners. Absolutely have them magnetized. I did it myself with too small REMs and the guns don't stay erect (insert your joke of choice here). So get advice and help on that, a pin-vince, properly sized REMs, etc. Paying a service like FrontLineGaming is a good way to go, if you're okay with top work for top money.
c. StormSurge. Again, it is just a great insane unit, and Lords of War are not going away. WKs are one of tau's tougher Opponents To Beat.The Stormsurge's fire power is the answer to the ubiquitous undead elf twin robot (it is in their fluff).

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in gb
Regular Dakkanaut




United kingdom (derby)

Ahh ok I get the drone squads size and the benefit of having a babysitter battle suit so Iv changed one squad to 6 and kept one at 4 and given the babysitter suit 2 drones to go with the squad of 4.

Iv also changed the commanders burst cannons to plasma rifles and removed the target lock from the suit squad apart from the fusion guy. Should I try and find the points for a second fusion suit to try and crack more transports etc ?

Iv removed the stealth cadre if you don't think it's goin to be able to pull its weight as a single ghost keel ?

The reason Iv not included the riptide wing yet is that I already own a single riptide and 5 broadsides so don't want them to go to waste so thought the fire based support cadre was the best way to fit them all in ?

After removing the stealth cadre and changing a few things the list comes in at 1539 points leaving me with 310 points, should I use those for more suits etc or another riptide in the hunter contingent elite slot ?
   
Made in us
Decrepit Dakkanaut





Hyperspace

Drop the Heavy Rail Rifle, replace with HYMP. Will provide more advice later.

This message was edited 1 time. Last update was at 2016/08/10 16:48:48




Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
Made in us
Fixture of Dakka





Los Angeles

Candle_man wrote:
Ahh ok I get the drone squads size and the benefit of having a babysitter battle suit so Iv changed one squad to 6 and kept one at 4 and given the babysitter suit 2 drones to go with the squad of 4.
Good call.

Candle_man wrote:
Iv also changed the commanders burst cannons to plasma rifles and removed the target lock from the suit squad apart from the fusion guy. Should I try and find the points for a second fusion suit to try and crack more transports etc ?
Because as the shooter you can decide which guns/wounds are dealt with first, having one or two FBs is good for Instant Death wounding ICs. My deathstar would look like this:

Cmdr - PR/FB, Irid, PEN
'Vre MSS, C&CN
5 dual PR suits
2 dual FB suits
2 GunDs

Candle_man wrote:
Iv removed the stealth cadre if you don't think it's goin to be able to pull its weight as a single ghost keel ?
Now that I have fought, lost to and defeated a few lists with full GhostK units, I know to ignore them, until I can either undue Cover/Shroud or assault them, though 3 MCs is no joke. One GhostK I would ignore very much and his output wouldn't worry me. My experience against them is limited, so put feelers out there for more advice.

AdvancedTauTactica.com has really knowledgeable posters, though haughty.

Candle_man wrote:
The reason Iv not included the riptide wing yet is that I already own a single riptide and 5 broadsides so don't want them to go to waste so thought the fire based support cadre was the best way to fit them all in ?
Go with what you're doing now. They're fine.

Candle_man wrote:
After removing the stealth cadre and changing a few things the list comes in at 1539 points leaving me with 310 points, should I use those for more suits etc or another riptide in the hunter contingent elite slot ?
Tide and then a suit or two. If ya want to spend money, getting Forge World Tetras is something I still regret not doing, having played tau off and on for 11 years.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in gb
Regular Dakkanaut




United kingdom (derby)

I can't fit in any more crisis suits or riptide a if I take the hunter contingent but I can if I take a standard cad plus if I take farsight enclave the preferred enemy will help with any gets hot rolls I need to make. Iv removed the three strike squads and been able to add in another 3 man crisis squad with plasma an extra drone controller and 2 squads of stealth suits for objective grabbing and some anti infantry.

1850 tau
Farsight enclave
Cad

Core
Commander. 155
Iridium suit
2x plasma rifles
Stimulant injector

Crisis battle suits. X6. 396
Bonding knife
Shas'vre, command and control, multi spectrum sensor suit, stimulant injector
4x double plasma rifles
2x double fusion, target lock

Crisis suit shas'vre. 83
Bonding knife
2x missile pods
Drone controller
1x marker drones

Crisis suit shas'vre. 83
Bonding knife
2x missile pods
Drone controller
1x marker drones

Crisis suits x3. 159
Bonding knife
3x double plasma

Stealth suit squad. 103
Bonding knife
2x burst cannon
1x fusion blaster, target lock

Stealth suit squad. 103
Bonding knife
2x burst cannon
1x fusion blaster, target lock


Fire based support cadre. 540
Riptide. 225
Ion accelerator, smart missile systems
early warning override

Broadside battle suits X3 210
3x high yield missile pods
3x smart missile systems
3x early warning override

Broadside battle suits X2. 140
2x high yield missile pods
2x smart missile systems
2x early warning system

Drone net. 224
4x marker drones
4x marker drones
4x marker drones
4x gun drones

1846


   
 
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