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![[Post New]](/s/i/i.gif) 2015/11/04 21:25:27
Subject: [1850-2000] - Tau - Competitive
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Dakka Veteran
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Good afternoon all. Having read and re read the rules for new tau and the forums discussing how far those rules go I'm looking to get a list that is as competitive as possible. That being said I would not take this list against any but the most experienced players and have many CAD lists to run in "friendly" games. So here is my take on new competitive tau. Please be as critical as you want, I'm putting this up to see what counters there would be or what improvements I can make so tear me apart, within the confines of the rules of course. Please also know that though I am a long time member of dakka this will be my first list posting, so if I do something wrong or I could do better in terms of formatting those criticisms will also be taken into consideration. Without further ado here is the list
Core(1091)
Commander - 192 points
XV8 crisis suit
Command and control node
Multi spectrum sensor suite
Drone controller
Stimulant injector
Irridium battlesuit
2x marker drones
Elite(166 points)
Crisis shas'ui
2x plasma
Crisis shas'ui
2x plasma
Target lock
Crisis shas'ui
2x plasma
Target lock
Fast attack(84 points)
6 marker drones(commander joins this unit)
Heavy support(514 points)
KV128 stormsurge
Pulse driver cannon
Early warning override
Sheild generator
Twin linked flamer and twin linked smart missle system
Sniper drone team
3x firesight marksman
3x sniper drones
3x strike teams
Auxiliary(650 points)
Optimized stealth cadre(also 650 points)
XV25 stealth battlesuit team(115 points)
XV25 stealth battlesuit shas'vre
Fusion blaster
Homing beacon
XV25 stealth battlesuit shas'ui
Burst cannon
XV25 stealth battlesuit
Burst cannon
XV25 steal battlesuit team(115 points)
XV25 stealth battlesuit shas'vre
Fusion blaster
Homing beacon
Target lock
XV25 stealth battlesuit shas'ui
Burst cannon
XV25 stealth battlesuit
Burst cannon
XV95 ghostkeel battlesuits(420 points)
XV95 ghostkeel shas'vre X 3
Ion raker
Twin linked fusion blaster
So first a few questions. I would like to include a tidewall to give my gunline some cover, is there a way to fit it into the hunter contingent detachment or do I have to take a CAD farsight enclaves in order to take it as its a fortification?
Second, I have considered trying to fit in darkstrider and the tidewall gunrig so instantly kill monsterous creatures. If this is possible I would have to drop a ghostkeel and add a farsight enclaves CAD but is it worth it.
Lastly since I have 3 ghostkeels can I use the holo photon countermeasures 3 times during the battle. The rule seems to allow me to do it but again I want to check with the wisdom of the interwebs.
Tactics wise I'll most likely castle up to maximize my supporting fire and then start blasting away concentrating on fast moving assualt death stars and working my way down the target priority list until there is nothing left, objectives be damned. The list as is stands is 1741 points so I have left a little room for additions such as an ethereal or if I remove a ghostkeel darkstrider and a small farsight enclaves CAD. Thanks for reading and look forward to hearing your thoughts!
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This message was edited 3 times. Last update was at 2015/11/05 13:16:05
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![[Post New]](/s/i/i.gif) 2015/11/04 22:51:38
Subject: [1850-2000] - Tau - Competitive
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Frenzied Juggernaut
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Im confused, why do you need a FE CAD? I only ask bc I run FE and am wonderin what buffs im missing out on.
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
7,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2015/11/04 23:51:47
Subject: [1850-2000] - Tau - Competitive
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Dakka Veteran
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I would need a farsight enclaves CAD in order to take a fortification and potentially take darkstrider as an HQ choice. The hunter contingent detachment only allows a limited range of HQ choices and as far as I can tell does not allow for a fortification slot. Taking darkstrider with his structural analyzer would let those s10 rail guns of the fortification to instantly kill t6(reduced to t5 by the structural analyzer) monsterous creatures, which is pretty great.
A farsight enclaves CAD would solve those issues if I wanted to go that route with my remaining points.
any suggestions as far as additions or dropping things are welcome.
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This message was edited 1 time. Last update was at 2015/11/05 00:45:01
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![[Post New]](/s/i/i.gif) 2015/11/05 04:33:34
Subject: Re:[1850-2000] - Tau - Competitive
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Trustworthy Shas'vre
california
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Don't forget your stormsurge are unable to ride on your tide wall! Spread the word, seems tau players think they are exempt from obvious rules or something. Dang tau players.
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![[Post New]](/s/i/i.gif) 2015/11/05 13:02:47
Subject: [1850-2000] - Tau - Competitive
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Dakka Veteran
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I'm not in that camp necessarily. The wording for the stabilizing anchors rule seems clear to me "...cannot move under ANY circumstances" means exactly what it means. Under any circumstances seems to include using a tidewall rampart for example to move the stormsurge. Now the tidewall rule "doesn't count as having moved" doesn't seem to be strong enough to override the "ANY circumstances" clause of stabilizing anchors. In any case it's poorly worded and it would be nice if there were some clarification in the form of FAQ's but gw, as we all know, doesn't like to get into the back and forth of player rule debate. And if they do put out an FAQ I'll be happy to play it that way. But I'm not holding my breath. The new hunter contingent rules, optimized stealth cadre, and target locks are plenty strong for me until I see an FAQ to the contrary. If I want to shoot twice I just won't move.
And don't let me hear that "dang tau players" crap. We, tau players, didn't write the new rules. Blame gw for not being specific or for writing "OP" rules, not tau players for having different interpretations of poorly worded rules. I have no sympathy for eldar with their access to cheap D strength weapons and amazing gargantuan creatures, shooting is literally the only thing tau are good at, they can't do crap in the pyschic phase and are laughably bad at assualt assuming we fail to over watch you to death. So our shooting has to be above average if not the best in the game, which eldar are still arguably better shooters as tau rely on marker lights or forgeworld or rediculously close range to even have the option of shooting D strength.
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This message was edited 1 time. Last update was at 2015/11/05 14:12:32
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![[Post New]](/s/i/i.gif) 2015/11/05 15:01:38
Subject: [1850-2000] - Tau - Competitive
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Trustworthy Shas'vre
california
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Epartalis wrote:I'm not in that camp necessarily. The wording for the stabilizing anchors rule seems clear to me "...cannot move under ANY circumstances" means exactly what it means. Under any circumstances seems to include using a tidewall rampart for example to move the stormsurge. Now the tidewall rule "doesn't count as having moved" doesn't seem to be strong enough to override the "ANY circumstances" clause of stabilizing anchors. In any case it's poorly worded and it would be nice if there were some clarification in the form of FAQ's but gw, as we all know, doesn't like to get into the back and forth of player rule debate. And if they do put out an FAQ I'll be happy to play it that way. But I'm not holding my breath. The new hunter contingent rules, optimized stealth cadre, and target locks are plenty strong for me until I see an FAQ to the contrary. If I want to shoot twice I just won't move.
And don't let me hear that "dang tau players" crap. We, tau players, didn't write the new rules. Blame gw for not being specific or for writing " OP" rules, not tau players for having different interpretations of poorly worded rules. I have no sympathy for eldar with their access to cheap D strength weapons and amazing gargantuan creatures, shooting is literally the only thing tau are good at, they can't do crap in the pyschic phase and are laughably bad at assualt assuming we fail to over watch you to death. So our shooting has to be above average if not the best in the game, which eldar are still arguably better shooters as tau rely on marker lights or forgeworld or rediculously close range to even have the option of shooting D strength.
I just wanna add that the tide wall says hasn't moved for shooting purposes so yes I agree, definitely NOT strong enough to override the rule. Imo it's very clear and doesn't need a faq because of that addition to the rules, the model has moved, but doesn't count it for shooting purposes. The stormsurge says it can't move at all
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![[Post New]](/s/i/i.gif) 2015/11/05 16:31:34
Subject: Re:[1850-2000] - Tau - Competitive
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Frenzied Juggernaut
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Pain4Pleasure wrote:Don't forget your stormsurge are unable to ride on your tide wall! Spread the word, seems tau players think they are exempt from obvious rules or something. Dang tau players.
Dude, stop being racists again ALL tau players. The other thread in which this discussion had a good bit of Tau player bashing, when it was a simple mis conception of the rules. We dont ALL hack our way to vistory, and your responses are objectionable at least and distasteful to readers. Be more focused on the rules and not the players themselves. Thanks.
Epartalis wrote:I'm not in that camp necessarily. The wording for the stabilizing anchors rule seems clear to me "...cannot move under ANY circumstances" means exactly what it means. Under any circumstances seems to include using a tidewall rampart for example to move the stormsurge. Now the tidewall rule "doesn't count as having moved" doesn't seem to be strong enough to override the "ANY circumstances" clause of stabilizing anchors. In any case it's poorly worded and it would be nice if there were some clarification in the form of FAQ's but gw, as we all know, doesn't like to get into the back and forth of player rule debate. And if they do put out an FAQ I'll be happy to play it that way. But I'm not holding my breath. The new hunter contingent rules, optimized stealth cadre, and target locks are plenty strong for me until I see an FAQ to the contrary. If I want to shoot twice I just won't move.
And don't let me hear that "dang tau players" crap. We, tau players, didn't write the new rules. Blame gw for not being specific or for writing " OP" rules, not tau players for having different interpretations of poorly worded rules. I have no sympathy for eldar with their access to cheap D strength weapons and amazing gargantuan creatures, shooting is literally the only thing tau are good at, they can't do crap in the pyschic phase and are laughably bad at assualt assuming we fail to over watch you to death. So our shooting has to be above average if not the best in the game, which eldar are still arguably better shooters as tau rely on marker lights or forgeworld or rediculously close range to even have the option of shooting D strength.
@ Pain4pleasure - See bold. Its us trying to understand them, not break them... dont be a twit.
Pain4Pleasure wrote:I just wanna add that the tide wall says hasn't moved for shooting purposes so yes I agree, definitely NOT strong enough to override the rule. Imo it's very clear and doesn't need a faq because of that addition to the rules, the model has moved, but doesn't count it for shooting purposes. The stormsurge says it can't move at all
We get your point. youre right, now back off dude. Go bash some eldar gargantuan creatures and get the rail gun out of your 455.
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This message was edited 5 times. Last update was at 2015/11/05 16:35:14
37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
7,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2015/11/05 16:53:19
Subject: [1850-2000] - Tau - Competitive
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Dakka Veteran
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xSoulgrinderx - lol, you crack me up man. Look we're all trying to get a definitive understanding of the new rules and specifically what kind of impact they have on the table. Even more to the point is what kind of impact they will have on the meta.
More to that point I would love some criticism in the way of how would you beat my list? It is certainly not indestructable...
Would I be better served trying to use my remaining points, maybe cutting the sniper squad in favor of some allies for an assassin like flingitnow is a fan of? Is there a way to fit in my tidewall rampart I worked so hard to get, or any portion of it? Or what should I add to the list to make it as tournament ready as possible. Rules debates are for that forum so I want to try to stay away from that as much as possible.
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![[Post New]](/s/i/i.gif) 2015/11/05 17:20:09
Subject: [1850-2000] - Tau - Competitive
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Frenzied Juggernaut
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Epartalis wrote:xSoulgrinderx - lol, you crack me up man. Look we're all trying to get a definitive understanding of the new rules and specifically what kind of impact they have on the table. Even more to the point is what kind of impact they will have on the meta.
More to that point I would love some criticism in the way of how would you beat my list? It is certainly not indestructible...
Would I be better served trying to use my remaining points, maybe cutting the sniper squad in favor of some allies for an assassin like flingitnow is a fan of? Is there a way to fit in my tidewall rampart I worked so hard to get, or any portion of it? Or what should I add to the list to make it as tournament ready as possible. Rules debates are for that forum so I want to try to stay away from that as much as possible.
<3 no worries. Its the interwebs... just trolls trolling trolls.
Back to the thread,
As for your list.... I think its pretty tasty. Few models though. Firstly, the Keels should have 2x with fusions and one should be different, preferably, something with a high volume of fire. Imagine this, you crack open a SM box with yummy goodies in it, or a Serpent with Scythes. You need to put out volume to take down as many as you can. Im somewhat all about the Chaos of the dice. The more saves you make them take the more they will fail. Ideally, youll take out more with the volume than the 1 TL fusion. Again, 2x fusions to open the can, and a volumizer to clean up.
I would change your suits to be more versatile. Again, plasmas are great on two of them, but if you need to open a can, or clean up a crew, youre going to need variety.
I approve of target locks and Homing bacons....
I would drop off two marker lights from your drone squad if you can, it looks way to tasty to let you have it past turn one. Make your opponent make a hard decision, dont give them the option to choose easily. I know the markerlights and buffmander will go first. but if you lower the unit size it becomes more debatable if I want to dump into it.
Drop off the snipers for your gun line if you want it. Otherwise consider dropping off one of the Keels as much as it sucks....
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
7,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2015/11/05 17:22:43
Subject: [1850-2000] - Tau - Competitive
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Trustworthy Shas'vre
california
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xSoulgrinderx wrote:Epartalis wrote:xSoulgrinderx - lol, you crack me up man. Look we're all trying to get a definitive understanding of the new rules and specifically what kind of impact they have on the table. Even more to the point is what kind of impact they will have on the meta.
More to that point I would love some criticism in the way of how would you beat my list? It is certainly not indestructible...
Would I be better served trying to use my remaining points, maybe cutting the sniper squad in favor of some allies for an assassin like flingitnow is a fan of? Is there a way to fit in my tidewall rampart I worked so hard to get, or any portion of it? Or what should I add to the list to make it as tournament ready as possible. Rules debates are for that forum so I want to try to stay away from that as much as possible.
<3 no worries. Its the interwebs... just trolls trolling trolls.
Back to the thread,
As for your list.... I think its pretty tasty. Few models though. Firstly, the Keels should have 2x with fusions and one should be different, preferably, something with a high volume of fire. Imagine this, you crack open a SM box with yummy goodies in it, or a Serpent with Scythes. You need to put out volume to take down as many as you can. Im somewhat all about the Chaos of the dice. The more saves you make them take the more they will fail. Ideally, youll take out more with the volume than the 1 TL fusion. Again, 2x fusions to open the can, and a volumizer to clean up.
I would change your suits to be more versatile. Again, plasmas are great on two of them, but if you need to open a can, or clean up a crew, youre going to need variety.
I approve of target locks and Homing bacons....
I would drop off two marker lights from your drone squad if you can, it looks way to tasty to let you have it past turn one. Make your opponent make a hard decision, dont give them the option to choose easily. I know the markerlights and buffmander will go first. but if you lower the unit size it becomes more debatable if I want to dump into it.
Drop off the snipers for your gun line if you want it. Otherwise consider dropping off one of the Keels as much as it sucks....
How am I a troll for trying to make people understand a rule correctly, that you even said I was in the right of? Makes no sense. Could I of been more tasteful in my approach? Of course. Matter of the fact is I was still arguing a valid point.
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![[Post New]](/s/i/i.gif) 2015/11/05 17:28:58
Subject: Re:[1850-2000] - Tau - Competitive
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Frenzied Juggernaut
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Matter of the fact is I was still arguing a valid point.
In a very rude way.
Get trolled harder please. By replying to this you only make me stronger, my Tau hacks better, my plasmas MORE twin linked. Feeeeeed meeeeee.......
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
7,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2015/11/05 17:31:35
Subject: Re:[1850-2000] - Tau - Competitive
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Trustworthy Shas'vre
california
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xSoulgrinderx wrote:Matter of the fact is I was still arguing a valid point.
In a very rude way.
Get trolled harder please. By replying to this you only make me stronger, my Tau hacks better, my plasmas MORE twin linked. Feeeeeed meeeeee.......
Wait, you're admitting that if an individual is admitting they should of been more tasteful and better in their responses, but were valid in the espouse that they had, you'll continue to troll them? Rule #1 bud, learn it love it live it, or your stay here will be short.
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![[Post New]](/s/i/i.gif) 2015/11/05 18:16:58
Subject: Re:[1850-2000] - Tau - Competitive
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[DCM]
Et In Arcadia Ego
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we'll end this particular conversation here then.
Thank you.
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The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king, |
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![[Post New]](/s/i/i.gif) 2015/11/05 18:44:13
Subject: [1850-2000] - Tau - Competitive
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Fireknife Shas'el
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ALRIGHTY THEN SO ABOUT THIS LIST
Epartalis wrote:
So first a few questions. I would like to include a tidewall to give my gunline some cover, is there a way to fit it into the hunter contingent detachment or do I have to take a CAD farsight enclaves in order to take it as its a fortification?
Second, I have considered trying to fit in darkstrider and the tidewall gunrig so instantly kill monsterous creatures. If this is possible I would have to drop a ghostkeel and add a farsight enclaves CAD but is it worth it.
Lastly since I have 3 ghostkeels can I use the holo photon countermeasures 3 times during the battle. The rule seems to allow me to do it but again I want to check with the wisdom of the interwebs.
Tactics wise I'll most likely castle up to maximize my supporting fire and then start blasting away concentrating on fast moving assualt death stars and working my way down the target priority list until there is nothing left, objectives be damned. The list as is stands is 1741 points so I have left a little room for additions such as an ethereal or if I remove a ghostkeel darkstrider and a small farsight enclaves CAD. Thanks for reading and look forward to hearing your thoughts!
For the Tidewall, you have to take a CAD. There's no option for any fortication in the Hunter Contingent... yet. Adding darkstrider in can be a huge boon to your army.
I'd take darkstrider over an ethereal any day.
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![[Post New]](/s/i/i.gif) 2015/11/05 20:06:58
Subject: [1850-2000] - Tau - Competitive
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Dakka Veteran
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Thanks for the comments guys. The stormsurge not being able to move is a valid point and I take no offense as there are people out there using very liberal interpretations of rules to their benifit. Those interpretations may be correct, they not be. Frankly at the end of the day I don't care. I only care about what tournament organizers approve because those are the rules I play under competitive circumstances. Everything else is just for fun.
xSoulgrinderx - so for the ghostkeels are suggesting changing the main weapons from ion to fusion on one suit giving 1 with fusion collider and 2 with ion rakers? Or were you suggesting changing up the secondary fusion blasters to burst cannons? My idea behind that squad is volume of fire targeting heavy infantry or light vehicles and establishing midfield board control with the infiltrated stealth suits and ghostkeels backed up by my gunline. The problem I have with the fusion blasts is that I don't think I'll get to use the melta special rule for being half distance very often as I can't deep-strike and surprise people. They will most likely be realatively stationary or jet pack moving away from assualt units, not agressively pusuing vehicles. So I thought having the twin linked blasters plus the amazing optimized stealth cadre rules to hit rear armor and to pop vehicles and then ion rakers to clean up those squishy bodies inside transports. If I'm wrong about how that works or there's a better loadout let me know.
As for the crisis suits I build them for a specific purpose, and these suits I still have enough points for early warning overrides on. They, in my mind, would drop near a stealth team to utilize the homing beacon and ward off dangerous assualt units with some ignores cover ap2. If not plasma I might go with fusion for more anti vehicle but I think I have enough of that in other squads, if I were to change weapons on the ghostkeels though I would go double fusions on my crisis team with that sweet sweet target lock.
Mcninja - thanks for that. So just to be abundently clear I can have a tau empire hunter contingent and a tau empire CAD in the same list? But I could not have two tau empire CAD's? I'm just trying to make sure the organization structure doesn't violate anything. And yea, ethereals are hard to fit in without a CAD now and darkstrider is way more valuable with those railguns if I'm gonna pay the tax for a CAD anyway, which also give me access to the fortification. So yea that's kindof a no brainer now for me. Automatically Appended Next Post: Sorry for being so wordsy and keep the comments coming! I love to list debate as you can probably clearly see. I'm considering a ta'unar and a couple y'varhas for myself for my birthday in January(should give me enough time to paint up the tidewall, ghostkeels, and stormsurge I just got). Worth it or no? I would definately have to go back to a CAD in that case but is the forgeworld nastyness worth it now that the new hunter contingent and optimized stealth cadre are so good?
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This message was edited 1 time. Last update was at 2015/11/05 20:12:11
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![[Post New]](/s/i/i.gif) 2015/11/05 20:24:35
Subject: [1850-2000] - Tau - Competitive
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Fireknife Shas'el
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I like the Taunar, I think it's pretty cool, rules and model-wise. Definitely worth the 600 points.
As for CADs, you can have 200 Tau CADs as long as you have the points.
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