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Made in us
Dakka Veteran




Orlando, Florida

Shas'el-PR,MP,TA,MT,BSF-100

Shas'el-pr,mp,ta,mt,bsf-100

 

2 fireknives-124

fire knife team leader-ta-77

fire knife team leader-ta-77

 

10x FoF squad-100

devil fish-mt,decoy, ta-100

10x FoF-100

devil fish-mt,decoy,ta-100

10x FoF-100

devil fish-mt,decoy,ta-100

 

piranha-fusion,decoy,ta-75

piranha-fusion,decoy,ta-75

piranha-fusion,decoy,ta-75

 

Railhead-sms,decoy,mt,tl-180

railhead-180

railhead-180

 

leaves me with 7 points.

 

This list is for a pretty big tournament that will include numerous optimized meqs, hence the lack of stealths.

   
Made in us
Longtime Dakkanaut





Orlando, Florida

What no Markerlights?

I think the list is pretty optimized.

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

 
   
Made in ch
Regular Dakkanaut




Zürich

Interesting list, its very fast, so you don't need Kroot against infiltrators. The only thing I can think of is dropping the TAs on the DF (5pts for 0.5 more hits ?) and taking DP on the Railheads, but otherwise, looks good.

Though, if you're playing against MEqs, why so many FWs ? They're about as bad as it gets against MEqs. Maybe drop a FW team for more Fireknife.

-"Subtle is subjective, of course; in a finesseless game like 40K, anything that isn't a brick to the head is downright sneaky..." ->lord_sutekh 
   
Made in us
Dakka Veteran




Orlando, Florida

Seeing as most GTs are short on terrain (not sure about indy GTs as most of them are WHFB) I'll certainly consider changing to the d-pods.

About the fire warriors, despite the optimized meqs that will be present, there are a lot of non-meqs (13 out of 32) so I expect to play a non-meq at least once, probably twice. Plus, I like using FoF squads.
   
Made in us
Rampaging Carnifex





It looks a lot better than the last one to me.

I'd only use the target array on a devilfish if you don't have anywhere better to spend the points but who cares List is so optimized it won't matter if you waste 5 pts. You should do fine.
   
Made in us
Rampaging Carnifex





one thing, maybe consider a meltagun on one of those shas'es, if only to make him look different. not really a better mathematical choice, but having two exactly identical commanders gets some funny looks (let me tell you from experience )
   
Made in ch
Regular Dakkanaut




Zürich

IMO taking as many identical units as possible is very important, its called redundancy and adds massively to the surivability of your army.

And come to think of it, you need at least 10 Kroot. Otherwise an Alpha Legion player is going to skin you alive.

-"Subtle is subjective, of course; in a finesseless game like 40K, anything that isn't a brick to the head is downright sneaky..." ->lord_sutekh 
   
Made in us
Rampaging Carnifex





I agree. but it also makes you look like a wang. that's one of the biggest pet peeves I see
   
Made in us
Agile Revenant Titan




Florida

I'm still building my own Tau, but tried to get in some games against other Tau players to see how the new codex works. A couple things I've played against that worked very well against me:

Markerlights. Both my opponents had a sqauad of Pathfinders. The infantry mainly sat in the back with a good lane of fire and I got severly punished trying to get to grips with them. Even moving with the protection of cover didn't help with the new markerlight rules.

Ethereal. Some people hate him, but what they hate more is having their FW's get assaulted. Both opponents had Photon Grenades on their FW to try and avoid massacre results. When they lost combat, they would try to fail their LD so it would leave my assault element out in the open to get shot to pieces. If he passed the Ld test, his Ethereal allowed him a reroll. With proper spacing of units and careful selection of casualties in assault, it was very hard to get to grips with the Tau.

That's pretty much all I can advise. Please let us know how the tourney goes. I'm particularly curious about Mech Tau as I'm currently building it (especially curious to know how Pirahnas are doing).

Good luck

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Dakka Veteran




Orlando, Florida

Piranhas serve a couple roles in the army. The most important one is the 24" move objective grab, then you have the second most important one, hard-to-get-to tank killing. Then you also have drone tricks (such as charging the guy on the end of a las/plas squad, thus making the unit tied up). Piranhas usually do good and I would recomend using at least one.

List is so optimized it won't matter if you waste 5 pts


yea, once you get to the point were you have only like 50 points left, there's not much more you can buy besides upgrades.

And on redudency, there is a blood angels army that will be attending that has 6 identicle troop choices, no need to go into what they are. I'll just say they add up to 36 guys. So I'm not worried about being docked for comp, well, at least not majorly docked.
   
Made in us
Dakka Veteran




Orlando, Florida

On ethereals and markerlights.

Ethereals: Next to impossible to use in a mech army. Not only does he need to be in LoS to gain the re-roll, but he takes up a spot for another shas'el. In most games, a bs5 shas'el with a missile pod will kill more light vehicles then a hammerhead will kill heavy vehicles. The shas'els complete some of the most important tasks in the army, hence why you NEED two.

Markerlights: A lot less useless in a mech army then an ethereal , but still difficult to use. There are only a few spots in an army that can effectively wield markerlights.

Firewarrior shas'ui: First, I would have to upgrade to a shas'ui, then I would have to buy the light. To use the light I have to stand still. When your mounted in a skimmer, it is hard to find a spot were you can safely stand still.

Pathfinders: Firstly, they stand still, making them dead weight as I fly and JsJ around the table. Secondly, they are infantry that will be in LoS of my enemy. Normally, a mech army denies the opponent his/her ability to use anti-infantry weapons until they have also killed a armor 12 skimmer with glancing hits only and re-roll imobilized upgrade or until their oponent wants to disembark. Pathfinders give the enemy a chance to shoot that heavy bolter, or that whirlwind.

Sky ray: Takes up a spot for a hammerhead. 'nuff said.
   
Made in us
Agile Revenant Titan




Florida

Fair enough. I see your points as playing a mechanized list has very distinct differences. Interesting how this new codex really allows some different army builds. Good luck

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
 
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