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![[Post New]](/s/i/i.gif) 2013/08/07 10:46:35
Subject: Tau 1500point anti marines list
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Been Around the Block
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HQ
Commander
Flamer , C&C node , shield generator , stim injector,
Iridium armour , onager gauntlet
Elites
Squad of 3 crisis battlesuits with double plasmas and stim Injectors
Squad of 3 crisis battlesuits with double plasmas and stim injectors
Riptide with ion accelerator double fusion blasters and stim injectors
Troops
Squad of 6 firewarriors
Squad of 6 firewarriors
Heavy support
3 broadsides with HYMP , SMS , 2 missile drones each and early warning override and target lock
Hammerhead longstrike disruption pods and railgun and SMS
Hammerhead disruption pods railgun and SMS
It's 12 points over 1500pts so I took one missile drone off the broadsides
If there's anything wrong with the list or some improvement please tell me
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![[Post New]](/s/i/i.gif) 2013/08/07 11:51:21
Subject: Re:Tau 1500point anti marines list
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Disciplined Sea Guard
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Looking good. Perhaps change the standard hammerhead to ion? Ap3 blast is a good marine killer.
Weaknesses I can see are lack of markerlights and lack of ability to cap objectives. Those FW squards will go down pretty quick. I'd say maybe rethink your heavy choices to accommodate markerlights and a few more troops. (perhaps a drone squad of markerlights with your commander joining them for drone controller?).
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![[Post New]](/s/i/i.gif) 2013/08/07 12:04:06
Subject: Tau 1500point anti marines list
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Been Around the Block
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Thx for the response I will eliminate the missile drones for some marker drones as for the FW they will be hiding or in reserve , this list is made to table marines xD
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![[Post New]](/s/i/i.gif) 2013/08/07 12:07:17
Subject: Tau 1500point anti marines list
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Water-Caste Negotiator
Stratford on avon
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just to check have you put the sub rounds on the railheads? they can be nasty!!!
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Careful I have CDO it’s like OCD but in alphabetical order LIKE IT SHOULD BE!!!!!!
Make it idiot proof and someone will make a better idiot.
4000Pts
3000Pts
1000Pts
2000Pts
1500Pts |
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![[Post New]](/s/i/i.gif) 2013/08/07 12:22:21
Subject: Tau 1500point anti marines list
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Been Around the Block
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Oh , forgot about those ill be sure to make room for them thx
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![[Post New]](/s/i/i.gif) 2013/08/08 00:15:16
Subject: Tau 1500point anti marines list
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Water-Caste Negotiator
Phoenix, AZ
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As stated before, markerlight support is a must for any Tau army. I also wouldn't leave home without submunition rounds on the Hammerheads.
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![[Post New]](/s/i/i.gif) 2013/08/08 00:38:50
Subject: Re:Tau 1500point anti marines list
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Fresh-Faced New User
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Are you playing Tau or Farshight Enclave? Because you have signature systems from both on your commander.
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3000 pts
:Iron Hands: 2000pts |
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![[Post New]](/s/i/i.gif) 2013/08/08 00:45:21
Subject: Re:Tau 1500point anti marines list
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Smokin' Skorcha Driver
Canada
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You might want the multi-spec thing on the commander for ignores cover
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tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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![[Post New]](/s/i/i.gif) 2013/08/08 01:30:27
Subject: Tau 1500point anti marines list
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Regular Dakkanaut
Northern MN
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double check your broadside unit there.... they can only have one upgrade each, so seprate EWOs and target locks, but not both.
Just ran this list tonight and tabled DA turn 3
Comm Plasma, Burst cannon, drone control, Target lock, iridum, x2 Marker drones
Riptide IA, TwL plasma, EWO
Crisis team x3 (plasma, Burst cannon, Target lock) x3, x3 marker drones
FW x10
FW x10
FW x10
piranha x3, fusion
Razorshark Decoy, MP
Pathfinder x8
Ionhead SMS, black, DPod
Ionhead SMS, black, DPod
he had x2 squads of termis and x2 Tac, with devs behind an adl. Maybe not the best of lists for those on the net, but I'm putting it out there as a bit of proof of concept.
Relic, I deploy first and he seizes, I had reserved my commander with the crisis squad. But this is not a good start for tau..
First turn he comes in and destroys my pathfinders and piranhas - first blood him, but not before I take out 7/10 terminators that had deepstruck next to the relic with my EWO Riptide. = IMHO the best way to build a Iontide.
My first turn I nova'd my iontide for 4d6 assualt move, and generally moved my units on the right away from his other termi squad while moving one squad of FWs from the right twords the relic (so away from one termi squad and closer to another). No major casulties in the shooting phase.. crappy rolls and his were good :(
Still first turn... I charge his 3 remaining termis at midfield with the iontide... (thank you nova charge) Kill 2 and barely miss killing the last one.
Turn 2 he can't take relic with the lone termi ... the right side termi squad shoots the closest FW squad which runs away 11" - barely still on the table (by like an inch and a half) - unable to get to them now to charge into CC. a few wounds on far left FW squad and DPods save a hammerhead from a bunch of hits.
My turn 2 = both commander and razorshark come in. at this point the game was over. used the one off reroll 1s warlord trait (number 2 on the table).
Marker drones lit up the Quad gun squad, while the rest of the Crisis team fired at the large termi squad right side of board. The amount of wounds cause by the burst cannons cause just as many casulties as the rapid fire plasma. = weight of fire worth it with the burst cannons.
Ionheads drop in pie plates with the markerlight hits ignoreing cover, getting minor hits on multiple squads and destroying one (the lit up one) = ionheads against marines with minimal markerlights are devastating!
Top of turn three he still is fireing but nothing major of note other than my iontide finally kills that last termi (bad rolls on my part - like 2 ones to wound :( )
so bottom of turn three riptide can take care of business with ap2 shots on the right group of termis along with my crisis squad and markerlights make easy work for the Ionheads to take down the marines in back ignoreing cover and AP3. Razorshark puts out a couple last wounds. FWs head to relic
So probably a crappy Report but, my points are that Ionheads are awesome against marines.. Railguns not so much. Stim inject and double plasma on crisis are a lot of wasted points. Also markerlights are needed! But, diversify your markerlights so not to be taken down all easily. The razorshark/sunshark = really only if you are fighting xenos does it shine
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This message was edited 2 times. Last update was at 2013/08/08 01:36:56
RAWRR! |
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![[Post New]](/s/i/i.gif) 2013/08/08 16:16:27
Subject: Tau 1500point anti marines list
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Water-Caste Negotiator
Louisiana
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muchty66 wrote:HQ
Commander
Flamer , C&C node , shield generator , stim injector,
Iridium armour , onager gauntlet
Elites
Squad of 3 crisis battlesuits with double plasmas and stim Injectors
Squad of 3 crisis battlesuits with double plasmas and stim injectors
Riptide with ion accelerator double fusion blasters and stim injectors
Troops
Squad of 6 firewarriors
Squad of 6 firewarriors
Heavy support
3 broadsides with HYMP , SMS , 2 missile drones each and early warning override and target lock
Hammerhead longstrike disruption pods and railgun and SMS
Hammerhead disruption pods railgun and SMS
It's 12 points over 1500pts so I took one missile drone off the broadsides
If there's anything wrong with the list or some improvement please tell me
You have too few FWs. Put in a few more squads for capping purposes.
You spent 140 points for 8 6+ invuln saves for suits. I would remove the stims on all the suits except maybe the riptide since the stim can allow you to FNP a failed nova.
You can use the extra points saved by getting rid of stims to throw in some pathfinders.
If you are going anti marine, at least one ion head would be nice. Keep the railhead for anti armor, as it's the only thing on your list that can take AV14.
For your commander, his role seems really weird. What is his purpose?
Missile drones are kind of meh unless they have a drone controller too. MP shooting at BS2 not even TL? Gross. You can put points elsewhere that would be more effective i think.
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![[Post New]](/s/i/i.gif) 2013/08/08 20:15:23
Subject: Tau 1500point anti marines list
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Been Around the Block
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Im pretty sure The stims are 5+ , my commander is a support for my XV8s , I don't get the FW because this list is to table the enemy I do agree with the ion head and the missile drones but thx to all for the answers xD
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![[Post New]](/s/i/i.gif) 2013/08/08 23:04:28
Subject: Tau 1500point anti marines list
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Water-Caste Negotiator
Louisiana
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muchty66 wrote:Im pretty sure The stims are 5+ , my commander is a support for my XV8s , I don't get the FW because this list is to table the enemy I do agree with the ion head and the missile drones but thx to all for the answers xD
Yea you're right. I'm not sure where i read that it was 6+. It is 5+ unless otherwise stated ( BRB pg 35). Might have been a left over from the old codex.
Your commander isn't really much of a support unit kitted out like you have it. The only thing you gave him that is supportive is the CnC. Everything else was just kind of thrown on it seems. You're basically wasting his BS5. Now, it's not a bad thing to make a Support'O, but you could do better.
Try this:
Commander
CnC, M3S, PEN, Iridium Armor, Stim injector.
The above is the exact same point cost as the commander on your list. You could fit in the shield generator if you have 25pts to spare to make it an exact copy of what you have, minus the flamer. CnC requires that he doesn't fire at all during the shooting phase to begin with, so you might as well go all in, or not at all. This will make whatever unit he joins a beast at shooting. You get to re-roll misses, ignore cover, and have tank hunter/monster hunter. He's also a tank with the 2+ armor save and 5+ FNP.
Conversely, you could take one of your crisis squads, upgrade one to a vre, and make it your tank/buffer and let your BS5 commander load up on the dakka and join that squad.
**DISREGARD** I am suggesting you break up the firewarrior squad into 4 squads of 6 because if you lose 3 models from one of the 12 man squads and fail LD, which is a gakky seven, they all run. It'll also give you more options to spread them around and it wont be a big foot print.
That was from another thread ha. Ok, you have only two FW groups which means if they die, you have no scoring troops left. Kind of risky. You can't assume that you'll table the enemy. You can't assume anything.
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This message was edited 3 times. Last update was at 2013/08/08 23:14:03
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