1600 list (Drop Talisman,2drones, one 2FB crisis suit for 1500pt list)
Farsight

R,Shieldgen,Dawnblade
Comm:2MP,
TL,
DC,Talisman,1marker drone
Torchstar- 2flamer,
TL,
DC,2marker drone,Ms3,NSJ
3Crisis:
MP,PR,1marker drone,binding
3Crisis:(1)2PR(2)2PR(3)2FB,
TL,2gun drone,binding
3Crisis:TLBC,Flamer,binding
1Crisis:2FB,binding
1Crisis:2FB,1marker drone,binding
Drone Squad:4ML
3Broadside:TLHYMP,TLSMS,
TL,binding,2marker,2missle drone
Riptide:HIA,TLPR,
EWO,Stim
So I played today with this list and managed to win. My opponent surrendered halfway through my 4th turn. We ended up doing 1600 instead of 1500 so i just added Talisman on the Comm and another 2FB crisis suit/2 drones. I went up against Necrons with the Mephrit Dynasty Resurgence formation(2squads of 20 war, 2squad of 5immortal and a Monolith), 2 ghost arks, 8 scarabs, and a overlord on a
CCB. I won roll off and deployed the broadsides in some ruins for the 4+ cover and sat everybody else at the edge of my deployment zone ready to move up. First turn of my shooting I came up short and only killed 15 of the 20 warriors in a group and he brought all 15 back
lol.. so first turn shooting i removed a total of one base of scarabs (So much for my baller Alpha Strike, got real worried here). Second turn I managed to turn around that abysmal first round.. I dropped farsight and his boys right behind the Overlord on the
CCB and brought it down to 1W and 1HP but with 2TL broadsides I was able to finish him off. 1 Melta came down out of melta range and managed to force a ghost ark to jink, no pins though. Wasnt able to finish off the scarbs this turn so they ended up tying Farsight up in combat for the rest of the game. 3rd turn I was able to decimate a full squad of 20 warriors with
ML support on my 3 broadsides + the riptides largeblast. 4th turn Same thing but we stopped as I started to light up the second squad of 20 warriors. 2nd
DS melta didnt make it in til 4th turn so sat in reserves the entire time :(
His Monolith actually Immobilized himself turn 1 due to dangerous terrain; right outside range of my army with all his large blasts which allowed me to effectively ignore his Monolith. If that didn't happen I would have lost so many more crisis suits. So I got super lucky here. If that didn't happen my plan was to
DS both meltas on him and break Farsight off from his squad and charge the monolith with his Dawnblade on turn 3.
MVPs of the game..
Broadside squad with Torchstar: 24 Twinlink/Ignores cover shots all able to go on different targets is just brutal. Couple this with the 4 markerlights this squad spits out every turn this unit is probably the most powerful unit Tau can do besides a Farsight/Shadowsun Bomb. In fact my opponent refused to play against me if I bring this unit next time
lol.
Farsight and his squad: Did what Farsight does best. Drops down where you want and removes whatever you want. After helping kill the
CCB scoring me
FB/StW this squad took 57 guass rounds but lived with Farsight and a PR suit.
Comm/drone squad: At first I was a little hesitant putting the 2MP/
TL on this guy but man this guy really shined. He was reliably scoring 3-4 wounds at whatever he shot at, mostly scarabs removing 4 bases just from this guy TLing. This combo is also super cheap, less than 200 pts total. And
ofc the 5 BS5
MLs were invaluable. Allowing my broadsides/Riptide to just rip through his 20 warriors.
Riptide:Riptide with HIA, not much else to say.. Though I would have preferred the
FB over the PR this battle.
Crisis Team w/
MP/PR: Great all purpose unit. Didnt do much besides drop a few warriors with
MP's but they did absorb about 30 guass rounds with 1 still living and holding an Obj. Not sure on the PR though, might swap them out for
FB.
Crisis Team w/ TLBC/Flamer:These guys started on the board and made a beeline for one of his 20 warrior squads. I regret starting them on the board because I lost 2 on turn1 before they could even shoot. Right when we stopped I finally managed to get him in position to template 8 warriors (never rolled to resolve those though, didnt wanna be a dick and keep playing after he quit
lol) These guys have the potential to cause serious damage without
ML support, and let your opponents know it too with 3 flamers JSJing around. I was actually really surprised at how much shooting my opponent threw at these guys.
Some things I learned from this game:
Playing the objectives is your #1 goal. By turn 4 I was 5VP's ahead of my opponent from Maelstorm objective cards +
FB/StW with the ability to easily hold 3-4 objective markers/line breaker at the end of the game.
Drones in front of your crisis suits are crucial. Expendable 4+ armor save can absorb 2-3 wounds before dropping. This is vital in an All Suits list because once you start removing crisis suits, you start taking away massive chunks of your firepower.
Plain LD8 on crisis suits leads to some very scary situations since jump pack units flee @
3D6"
DSing suicide Meltas aren't that reliable
lol
Now I just need to tone down the Broadside squad for friendlier games
lol and this should be a sweet
TAC list. I'm hoping to test this list out on some
GK/
Inq and Space Marines soon. Gonna try and keep my list the same besides the broadsides

I could still use some tips on how to adjust this list for dealing with Flying Circus/Knight/Wave Serpent spam though. Never played against these lists before but somebody I know has 1 Knight and would like to use it sometime, I want to be able to seriously threaten a Knight while staying
TAC.