Switch Theme:

The Wall of Mirrors Stratagem and Invisible Communist Gundams  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Human Auxiliary to the Empire




Dayton, Ohio

So, recently games workshop posted a preview of new information from the upcoming T'au codex. This preview can be found here. As a T'au player, especially one who loves the idea of a ghost battlesuit team, this makes me very excited. I've been looking at putting together a T'au army optimized for stealth, hoping that early board control will make it easy to lock in a victory, since my local meta centers around very mobile armies that don't do so hot fighting from their deployment areas.

Considering the update, firstly, the Ghostkeel buff that gives enemy units a -2 to hit if the suit is accompanied by stealth drones and the enemy is 6+" away rather than 12+" is very, very nice. This means ghostkeels become untargetable by the bulk of Ork shooting that I've experienced, and makes it hard for most other things. This allows super easy harassment with an iron raker/fusion blaster setup. Secondly, the ability to set up a unit of stealthsuits, do their shooting, and retreat with no problem still able to shoot at the units I was harassing seems excellent. Pair this with Commander Shadowsun, and things get even easier.

Having looked at and considered all of this, I'm cogitating building for stealth control of the board, right from the get go. As of now (on the power rating system), the following is my list.

Spoiler:

-------------------------------------------------------------------------------------------------------------------------------------------------
T'au Stealth Battalion - Total power 167 - Target power 175 - *unit* (*number of models*) *weapons* *equipment*
-------------------------------------------------------------------------------------------------------------------------------------------------
HQ Commander (1) Cyclic Ion Blaster x1 Drone Controller x1 / Counter-Fire Defence System x1 / Multi-Tracker x1
HQ Commander (1) Fusion Blaster x4
HQ Commander Shadowsun (1) Fusion Blaster x2
Total power for Role: 23
-------------------------------------------------------------------------------------------------------------------------------------------------
Troops A Breacher Team (10) Pulse Blasters x10 / Pulse Pistol x1 (Shas'ui) DB8 Tactical Support Turret
Troops B Breacher Team (10) Pulse Blasters x10 / Pulse Pistol x1 (Shas'ui) DB8 Tactical Support Turret
Troops C Strike Team (10) Pulse Pistol x1 (Shas'ui) / Markerlight x1 (Shas'ui)
Troops D Strike Team (10) Pulse Pistol x1 (Shas'ui) / Markerlight x1 (Shas'ui)
Troops (DT-A) TY7 Devilfish APC (1) Burst Cannon x1 / Pulse Carbine x4
Troops (DT-B) TY7 Devilfish APC (1) Burst Cannon x1 / Pulse Carbine x4
Total power for Role: 31
-------------------------------------------------------------------------------------------------------------------------------------------------
Elites A XV-8 Crisis Battlesuits (3) Flamers x6
Elites B XV-8 Crisis Battlesuits (3) Flamers x6
Elites C XV-95 Ghostkeel Battlesuits (1) Cyclic Ion Raker x1 / Fusion Blaster x2 Shield Generator x1 / Counterfire Defence System x1
Elites D XV-95 Ghostkeel Battlesuits (1) Cyclic Ion Raker x1 / Fusion Blaster x2 Shield Generator x1 / Counterfire Defence System x1
Elites E XV-25 Stealth Battlesuits (5) Burst Cannon x2 / Fusion Blaster x1 / Pulse Carbine x4 / Markerlight x1 Counterfire Defence System x3 / Target Lock x1
Elites F XV-25 Stealth Battlesuits (5) Burst Cannon x2 / Fusion Blaster x1 / Pulse Carbine x4 / Markerlight x1 Counterfire Defence System x3 / Target Lock x1
Total power for Role: 64
-------------------------------------------------------------------------------------------------------------------------------------------------
Fast Attack A Pathfinder Team (10) Pulse Pistol x1 / Ion Rifle x1 / Rail Rifle x1
Fast Attack A Accompanying Unit MB3 Recon Drone / Pulse-Accelerator Drone
Fast Attack B Pathfinder Team (10) Pulse Pistol x1 / Ion Rifle x2
Fast Attack B Accompanying Unit MB3 Recon Drone / Pulse-Accelerator Drone
Total power for Role: 16
-------------------------------------------------------------------------------------------------------------------------------------------------
Heavy Support A XV-88 Broadside Battlesuits (3) Heavy Rail Rifle x3 / Smart Missile System x6 Velocity Tracker x2 / Early Warning Override x1
-------------------------------------------------------------------------------------------------------------------------------------------------
Total for Role: 33


The railsides allow for artillery and anti-tank support from my backline, with my APCs moving into position (plugging any gaps in terrain that would allow easy access to the backline) and unloading their respective breacher teams. The strike teams move into formation around the railsides, preventing easy deepstrike access and serving as mostly a cushion, while the pathfinders use their vanguard ability to move into cover as quick as possible so they can serve as a markerlight platform for the railsides/warriors. Flamer suits and commanders (save for shadowsun) are in manta hold, waiting for the opportune time to land and go to work. Thus far, my strategy is the same as it always has been. However, the Ghostkeels, Stealth Suits, and Shadowsun are new additions (removing my two old riptides and some dudes). They all take advantage of the infiltrator rules, essentially deepstriking right from the get go already in cover. Then (codex willing) they can make use of jump-shoot-jump or JSJ to deal with enemies as they try to push out of their deployment areas. I don't expect to hang on to any of these guys for long, so the wall of mirrors is used as a stratagem for gaining some additional shooting after the stealth suits inevitably get charged, with the Ghostkeels leveraging the -2 to hit protection and decent weaponry to deal with vehicles and other mid to heavy armor targets. Considering that Ghostkeels are tough enough to take a hit and look pretty big and mean, this is a pretty decent distraction tactic in my opinion (carnifex I think is the term?), but I haven't gotten the chance to try it out. All told, I should be able to execute the enemy army rather quickly. And, assuming we're playing for objective control, I can move my troops into controlling positions extremely fast.

I may have made some mistakes here, as this is my first truly formal list. If I have, feel free to notify me below. Wall of words aside though, if there are any T'au players out there with tips or recommendations, I'd love to hear them!

2000 points of mecha Red Army (Sept So'viet)

We come in peace. We mean you no harm. All of you will die. 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





Not a Tau player but here's some basic stuff.

Assuming you're using the Matched Play rules you can only have 1 commander per detachment.

You've only listed 1 detachment so in theory it's not a legal MP list, but you can split it up a bit..

You could break that into an outrider and 2 vanguard detachments - you then can stick with 3 HQ's and still get 6 CPs

Alternatively if you take 1 more HQ you could do a Battalion, an Outrider and a Vanguard for 7CPs total. Maybe not worth it.

So yeah. I don't know what any of the units really do, but in terms of basic list design you need to split that into 3 separate detachments or add another HQ.

Unless you don't play Matched Play, of course


Automatically Appended Next Post:
Also there's a separate forum for army lists

This message was edited 1 time. Last update was at 2018/03/13 11:25:57


TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.

Read the blog at:
https://deathbeforedishonour.co.uk/blog 
   
Made in gb
Ship's Officer



London

There have been extensive leaks of the Tau book, so check out the news and rumours section if you like. As already mentioned, one of the new rules is that we can only have one commander per detachment. On the plus side, Coldstar commanders can now have any guns that they want – which is great. 3plusplus has a good summary of the changes, with points, stats, stratagems, relics etc. listed.

You could benefit a lot by looking over the last few pages of the tau tactics thread as well. I posted a bunch of stuff looking at the points efficiency of assorted Tau units. One thing I found is that broadsides aren’t very efficient, especially when compared with ion cannon hammerheads. The most efficient units were those with loads of cyclic ion blasters. Basically across the board, ion is the new black. Annoyingly though, I've just spotted that coldstar commanders aren't allowed CIBs - which is bizarre given that you actually get a CIB in the commander set and nowhere else.

Having said all that, the core idea behind your army seems pretty good to me. Ghostkeels occupying midfield and causing mischief while other stuff rains long-range firepower should work pretty well. Ghostkeels can now have cheap shield generators (we think – unless there’s something in the datasheet to prevent it). This would make them even tougher cookies than they already are.

The full book is out on Saturday anyway. I’m at the point now where I’ll wait to have it in my hand (or on my ipad at least) before messing about with any models.
   
 
Forum Index » 40K General Discussion
Go to: