Switch Theme:

2000 Point Tau List  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut




New Jersey

Trying to make the best though list possible at 2000 points given the models I have of course. Also trying to avoid models that are viewed as cheese.

HQ:
Crisis Commander:
Multi-spectrum Sensor Suite
Command and Control Node
Positional Relay

Darkstrider

Elites:
Crisis Team:
3 Suits
Two Missile Pods Each

Crisis Team:
3 Suits
3 Twin-linked Missile Pods
3 Velocity Trackers

Crisis Team:
3 Suits
3 Twin-linked Missile Pods
2 Flamers
1 Airbursting Fragmentation Projector

Troops:
11 Firewarriors:
Pulse Carbines
EMP Grenades

Devilfish:
Disruption Pod
Smart Missile System

12 Firewarriors:
Pulse Rifles

12 Firewarriors:
Pulse Rifles

18 Kroot Carnivores:
3 Krootox Riders

Fast Attack:
Piranha:
Disruption Pod
Fusion Blaster

Piranha:
Disruption Pod
Fusion Blas0ter

Piranha:
Disruption Pod
Fusion Blaster

Heavy Support:
Hammerhead Gunship:
Railgun
Submunition Rounds
Smart Missile System
Disruption Pods
Longstrike

Hammerhead Gunship:
Ion Cannon
Smart Missile System
Disruption Pods
Blacksun Filters

Skyray Defense Gunship:
Smart Missile System
Disruption Pod
Blacksun Filter


Strategy:
My tanks advance tank shocking and ramming their way into the enemy line, the crisis suits advancing behind them using them as mobile cover. My commander joins the team with two missile pods giving them 12 twin-linked shots a turn and ignores cover, making them deadly to skimmers and infantry. The Kroot will outflank giving me the S 7 shots on my opponents side armor and line breaker. Darkstrider gives my mounted firewarrior squad outflank and they move in to support my Kroot and to guarantee line breaker. My other two firewarrior squads sit in reserve and come in to capture objectives in the late game. And the Piranha release their drones and get in my enemies face, hopefully absorbing shots, and maybe even taking out a few tanks.


Automatically Appended Next Post:
Forgot an explanation of Local Meta.

Local players are two imperial guard players, one eldar player, one tyranid player, two dark eldar players, a space marine player, a space wolf player, 2 necron players, a orc player, a chaos daemon player, and a chaos space marine player.

This message was edited 1 time. Last update was at 2013/08/16 16:42:09


Tau Vior'la Sept: 6250 pts  
   
Made in us
Growlin' Guntrukk Driver with Killacannon





this is one of the Better and scarier Tau Lists I have seen as an ork player..It would be a fun fight . ..regardless of which of three lists I took ..(Horde,Wagon Rush,Biker/Deffkopta)
Dunno what you have for IG lists there (to varied to just say IG ..they have many Viable options..) IG
Artillery heavy might give you issues..not to many thou ..

'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in us
Trustworthy Shas'vre






VTs on the Crisis Suits are a waste. Since its 2k I assume you have access to double FOC, drop the crisis Squad in favor of VT Broadsides with Drones to do a better job with more firepower. Even two Broadsides with VTs and drones would be better suited for AA, especially snapfiring doesn't hurt drones without a drone controller too much, 50% effective vs 33%.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Regular Dakkanaut




New Jersey

There is one mechanized IG player heavy on Lemon Russ tanks and one blob guard player who fields a slew of artillery pieces however the artillery goes down quick from concentrated strength seven shots, and I usually wipe out his whole battery in one or two turns.

I don't really see the VTs as a waist, I mean the three of them cost only 16 more points then do the broadsides, and only land .25 less of a glance and .75 less of a pen each turn. They do all of this while still being able to jump shoot jump and move up with the rest of my units without having to snap fire. Broadsides would have to sit in the back and wait, making them an easy target for the great many deep striking and outflanking units in my local area. And if they did not they would move a measly six inches a turn and then have to snap fire. My entire army is designed to move up in my enemy's face, given that skyfire behind my units does me no good, I need my 36 inch radius of protection where my tanks are not in the back all by their lonesome. Given that I see them as the perfect compliment to my list as I have one skyfire tank, which will survive anti-infantry flyers, and one skyfire squad of suits, which will survive anti-tank flyers. Not to mention since they are moving up they constantly benefit from being directly behind my Skyray, meaning that the units directly in front of the skyray can not even see them to target them and those that can have to contend with a 4 up save.

I understand that for ordinary stationary lists I would have spent my points poorly, but for a highly mobile list that relies on the speed of its power bomb, which in my army is my tanks with crisis suits hiding behind them, this load out makes more sense. Not to mention I can have my commander join them at any moment as they will be directly next to each other and give them both sky fire and ignores cover, which really helps when dealing with those pesky evasive maneuvers. Besides how many times do you expect to have to hit a flyer to down it? Three crisis suits equipped as I have them will do .75 glances and 2.25 penetrating hits a turn, averaging out to 3 hull points a turn to a flier. Are there fliers with 4 hull points? If not then the extra shots from the broadsides seem wasted.

Not to mention I only have old broadsides and have no plans on buying new models any time soon. I have had the same army for 13 years now, and I don't intend to fall into the trap of spending more money on a game I have more then enough models to play already.

This message was edited 2 times. Last update was at 2013/08/16 21:53:15


Tau Vior'la Sept: 6250 pts  
   
 
Forum Index » 40K Army Lists
Go to: