Heroque wrote:I'm still new to Hammer and I'm not looking to win major tournaments but we do have weekly games at my
LGS where there are cash prizes so why not, right?
HQ
Farsight and O'Vesa. 470 points.
Allied: Commander w/ Multi-spectrum Sensor Suite, Command and Control Node, Puretide Engram Neurochip, Vectored Retro-thrusters, Neuroweb System Jammer. 142 points.
Elite
Riptide w/ Heavy burst cannon, Twin-linked smart missile system, Target lock, Velocity tracker, Talisman of Arthas Moloch. 230 points.
Riptide w/ Ion accelerator, Twin-linked smart missile system, Early warning override. 190 points.
Troops
3 Crisis Suits w/ 2 Missile pods. 159 points.
Crisis Suit w/ Missile pod. 38 points.
Crisis Suit w/ Missile pod. 38 points.
Crisis Suit w/ Missile pod. 38 points.
Allied: 10 Kroot. 60 points.
Heavy Support
Sky Ray Missile Defense Gunship w/ Twin-linked smart missile system, Blacksun filter. 116 points.
Total: 1486/1500 points.
The plan is pretty typical of most Tau lists now, have O'Vesa and the Buffmander join the HBC Riptide and death star. The Crisis Suits are mobile fire that weave in and out of cover and contest/ hold objectives. Same deal with Kroot but a little cheesier. I believe the weak points in the list are the Sky Ray and the
IA Riptide. At this points amount I'm not sure the third Riptide is worth it, or if with my death star the markerlight ouput of the Sky Ray is worth it considering most of my damage is coming from all the points I sunk into my death star. I was thinking cutting one or the other, putting Iridium Armor on my Buffmander (largely irrelevant due to majority T6 but precision shot is a bitch), and adding either a Hammerhead or some Broadsides. And if I keep my list in its current form I dunno where to make up the 14 points. So any C&C is appreciated!
So I play Tau as my main army, mainly as farsight enclaves for the suit troops. Your single man suits are wasted potential by only having a single gun each. You might want to look into dual fusion blasters and deep striking for high value tank removal. The 3-man team with missiles is good, as their firepower will down light vehicles really well. I'm pretty sure you're going to attach the HBC riptide with O'Vesa and the buffmander. The only downside to what you have is that the commander is pretty weak, only being t4 and 3+ armor. If he gets focused with a str8 anything and fails the
LOS, then you lose most of the capacity of that unit. Give him the iridium armor to make him only
ID to str10 weapons. You can also drop the velocity tracker from the HBC riptide, as you have the skyray and inside 1500 pts it should be able to take down the flyers you see. If they have 2 or more, it's skyfire markerlights can at least boost the HBC riptide to normal ballistic skill when shooting flyers (as his attacks ignore cover anyways). I like the idea of the list, but would change it as follows:
HQ:
Farsight + O'Vesa
Commander - Iridium, M3S, CNC, PEN, Stims, VRT - 180 (way more expensive, but tough as nails with a 2+/4++
Elite:
Riptide - HBC,
TL-
SMS,
TL, Talisman - 210
Riptide - Ion,
EWO - 190
Troops:
3-man Suit team, 2xMP each - 159
1-man Suit team, 2xMP - 53
1-man Suit team, 2xMP - 53
10-man Kroot team, snipers - 70
Heavy
Skyray - 115
Only reduces your scoring options by 1, but makes the deathstar FAR more tanky, as 2 models have
FNP and all but farsight have a 2+ armor. That will allow for maximum shenanigans when allocating wounds. Also, I left out the NSJ as I always forget it exists (like in the game I played tonight where it might have come in handy with my opponent rolling all those 1's to hit)