TLDR, mech Tau isn't comparable to mech Eldar or
IG because devilfish is not good for it's cost, army list if you want to stick with mech at the end.
The reason mech eldar were and are again good, is because their transports are extremely durable, exceptionally fast, both of which nearly guarantee they can get their payload where it needs to be. On top of all that, they are very capable gun platforms in their own right.
IG, on the other hand have VERY cheap transports with decent weapons and the ability for up to 5 models to shoot out of the top. Tau do not have this. I'm going to compare the devilfish to the other iconic transport of the times though, the ubiquitous chimera because, to be perfectly honest, it can't come close to the wave serpent at this point. The devilfish is a capable transport, being more resilient than a chimera, but it's not that great of a weapons platform with
BS 3 and average guns. Also, while it's a bit more mobile than a chimera due to being able to move over terrain, it's not technically faster. All this means,
imo, that it's a wash between the chimera and devilfish in regards to effectiveness, but the fish clocks in at nearly TWICE as many points as a chimera after disruption pods. And for only 35 more points after upgrades, Eldar get a superior transport in every regard.
Also, trying to go mech tau really pigeon-holes you. There are few, if any, versatile non-forgeword vehicle based markerlights, yet the hammerhead and riptides LOVE markerlights. So then you either have gunships that won't be as effective as they would with some markerlight support, or you have to fill those spots with something non-mech that don't need markerlights as much (i.e. broadsides). I view the new Tau as a symphony of ranged destruction, whereas a mech list makes them more like a lone tuba blurting out notes randomly.
Disregarding all this and assuming you love the mech idea too much, my biggest problem with the proposed list is that the ethereal's devilfish has a huge red blow me up target on it. Blow up the devilfish, then land a couple pie plates on his head and since he only has 6 fire warriors to give him extra wounds, you have given up warlord and the bonus ethereal
VP. At 1850 I can't imagine a decent list that will not be able to do this very early.
In regards to the longstrike on a railhead not using hardly any of his rules post earlier. This seems silly to me. Especially since you then say are you going to rely on your hammerheads to get lucky against
AV 14? Ever shot a
BS 5
str 10
ap 1 re-roll to pen gun at
AV 14? It does some work. I play against a lot of
IG Leman Russ tanks and he can take out 4-5 per game easily. He may be more versatile with the ion cannon, but he is effective in this loadout. To the
OP, remember that Longstrike's battlesuit gives him a
BSF so you don't need to buy one.
The railheads and riptides are screaming for markerlights. Those high
str bs 3 shots really want to be more reliable. I would try to find a way to work some
ML into the list. Personally, I don't like the ARS's on anything. They are going to get
HP'd out more often than immobilized or weapon destroyed and the remote 1/6 chance you might repair something is not worth it. MAYBE on longstrike, since he is so good, but not on the rest. If they could repair
HP it would be different, kind of like It Shall Not Die for a vehicle, but as is it's way to situational
IMO.
I would combine at least one of the fire warrior units into an 11 strong unit to put the ethereal with, thereby dropping a devilfish. I also don't like EMP grenades. Getting that close to the enemy means your firewarriors will be assaulted (pretty much everything in existance wants to get into
CC with
FW's). Then you will be losing your scoring units. You should have enough
AT firepower to not need them. I would also drop the BSFs on the 2 devilfish that have them. Their range is going to allow them to fire regardless, and
SMS already ignore cover so who cares about bonuses to cover saves. I want to agree that the velocity trackers are not great on the riptides, but if you need them, then I get it since you really have little other
AA and not nearly the dakka of a typical Tau list. I think I would drop the VT's and a hammerhead, and pick up a sky ray instead. This puts the points at 1578. It's hard for me to suggest what to do with the remaining points, since I don't play mech Tau. I want to suggest tetra's but idk if they are available to you. They would give you reliable, mobile vehicle based markerlights. I would also suggest stim injectors for the riptides. 3 tetra's and the stim injectors leaves 52 points to play with, which I would purchase a seeker missile for each hammerhead with since you now have markerlights and maybe sensor spines for the tetra's so they can hide in ruins for a nice 3+ cover with their disruption pods.
Last note, I think the pulse carbine is a bad gun on fire warriors. I get that the devilfish are supposed to help you get closer and thereby utilize the 18" range, but they can do the same at 15" with the rifle. 18" maximum range is just too short. You are only getting an extra shot over the rifle from 16-18". That's not much of a tactical advantage. But being able to outrange any 24" or less gun with a 30" range pulse rifle, however, is HUGE. The only benefit to the carbine in my mind is the ability to assault after shooting ... don't do that.
HQ (50 pts)
Ethereal (50 pts)
Elites (450pts)
XV104 Riptide (225 pts)
Early warning override, Ion accelerator, Stimulant injector, Twin-linked smart missile system
XV104 Riptide (225 pts)
Early warning override, Ion accelerator, Stimulant injector, Twin-linked smart missile system
Troops (681 pts)
Fire Warrior Team (99 pts)
11x Fire Warrior Shas'la with pulse rifle
Devilfish (105 pts)
Disruption pod, Twin-linked smart missile system
Fire Warrior Team (54 pts)
6x Fire Warrior Shas'la with pulse rifle
Devilfish (105 pts)
Disruption pod, Twin-linked smart missile system
Fire Warrior Team (54 pts)
6x Fire Warrior Shas'la with pulse rifle
Devilfish (105 pts)
Disruption pod, Twin-linked smart missile system
Fire Warrior Team (54 pts)
6x Fire Warrior Shas'la with pulse rifle
Devilfish (105 pts)
Disruption pod, Twin-linked smart missile system
Fast Attack (180 pts)
Tetra Scout Speeder Team [
FW] (60 pts)
Disruption pod, Sensor Spines
Tetra Scout Speeder Team [
FW] (60 pts)
Disruption pod, Sensor Spines
Tetra Scout Speeder Team [
FW] (60 pts)
Disruption pod, Sensor Spines
Heavy Support (483 pts)
Hammerhead Gunship (198 pts)
Disruption pod, Railgun with submunitions, Seeker missile, Twin-linked smart missile system, Longstrike
Hammerhead Gunship (154 pts)
Blacksun filter, Disruption pod, Railgun with submunitions, Seeker missile, Twin-linked smart missile system
Sky Ray Missile Defense Gunship (131 pts)
Blacksun filter, Disruption pod, Twin-linked smart missile system
6 pts left over, Actually, now that I've put it all into type, I think I might have to give this list a shot. Could be interesting to play 7 tanks, 3 speeders and 2
MC's.
Automatically Appended Next Post:
FlingitNow wrote:
Second game my shots just kept bouncing off his stuff even with ignoring cover or twin linked against the other players Wave Serpents (those things are hard to kill especially with a warlock casting conceal).
Was he casting conceal on his wave serpent? Can't do this. Conceal targets the psyker, and he confers it to his unit. Since he is not joined with the serpent, the serpent gets no bonus from conceal. It would be utterly disgusting if this was allowed. Serpents are powerful enough without it.