Xenomancers wrote:Do you face a lot of terminators or something? The Ethereal is key to what I'm trying to do here. He gives the whole rampart
LD 10 and gives each
FW or pathfinder another shot at range 15. Stick him with 9 man pathfinder with 2+ cover and hes pretty safe. Thats a hecka lot of
str 5 shots. The fireblade is needed to man the
TL rail-gun. No points left for crisis suits - which I find to be pretty expensive.
It is not termies these days, so much as 3+ saves of marines, space wolves, warp spiders, scat bikes and wraithknights.
Then there are Articifer armored Wolf Dudes on big dogs that is Wolf Stars.
Tau lack in
AP 3 guns, so
AP 2 is the answer to the likely opponents above. Sure, high volume dice in the 21" threat range (tide wall and triple pulse rifle shots, all at
BS yummy! ) is a nasty kill zone, but Battle Co. will out number it in target saturation, and scatbikes and spiders will out range it. Wolf Stars will sacrifice some puppies to Overwatch and then they assault. After Overwatch, it will not take more than one thunder wolf model per
FW unit, in a multi-assault to take on and defeat 3 units of
FWs on the tide wall.
A couple posters addressed having
EWO on the tides, to deal with heavy flamer drop podding, which is a good idea. Well sited, Xeno, putting
EWO on the b-sides, as they ought to cause an enemy flier to jink on arrival.
EWO is less good on Ion-tides when the blastsl will be too close to your line of
FWs. Again I recommend 2 or 3 HBC tides. They get the reroll 1s from the wall, yes?
Overall, the tide wall just seems like a death star, with death star issues:
A. A medium range one at that, so its threat bubble is easily managed
B. It is slow too and easily managed
C. Great theat bubble as you move forward, until you run into normal terrain and then the bubble stops, yes?
D. A wraithknight, more common than VD in the Astra Militarum, can wade through the Overwatch (it will be a hurt WK, but once in h2h ...

).
I am not recommending you dump the whole tidewall set up. But I am stating that if you're looking for tourney worthiness, the more static nature of this 'gun line' (my word) army makes it :
1. Prone to not getting objective missions scored well
2. Vulnerable to Wolfstars, eldar (which out ranges it), Battle Co.
3. Turn 1 three drop pod armies, and they're out there
I can dig skipping out on XV8s.

Report back after you have beaten some Battle Co and elves.