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Made in fi
Regular Dakkanaut




Shas'o - Cyclic Ion Blaster, Plasma Rifle, Stim injector, vector thrusters, multitracker 130pts
Shas'el - Helios config, array, multi-tracker 97pts

2 Crisis /w missile/plasma, Shas?ui /w frag projector/plasma + 2 shield drones 219
3 Stealths /w 5 drones 150pts
3 Stealths /w 5 drones 150pts

6 Fire Warriors 60pts
6 Fire Warriors 60pts
12 Kroot 84
12 Kroot 84
12 Kroot 84
10 Kroot 70

7 Pathfinders + shas?ui + 2 shield drones in Devilfish - decoys, multi 231
Pirana - fusion blaster, array 70
Pirana - fusion blaster, array 70

Ionhead - burst, decoys, multi, lock 135
Railhead - burst, decoys, multi, lock, 170
Ionhead - burst, decoys, multi, lock 135

Total: 1999pts

I could repace the railhead with some broadsides (2 or 3) if I wanted, would that be better?

I don't own any more fish atm which is the only reason I am not going with a full squad of 12 in a fish, though I could get one I suppose.

Ideas?

Not really sure the pathfinders will have much to do, most squads don't need too many lights aiding them, the 3 team of almost fireknives will be the best bet I reckon.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Regular Dakkanaut




Thought about Vespids instead of the pathfinders? Pathfinders are bullet magnets. Vespids scare marines and are fast enough to cause everybody issues.

Drones in a stealth unit are a bad idea. Increase the footprint and aren't anywhere near as good. I'd go with units of 4 or 6 stealths and drop the drones completely.

An interesting idea floating about is the 3 stealth team with 3 markerlight drone combo. Stealth field markerlights are much less likely to get shot up.

I personally don't like the CIB. Giving up anti-tank or anti-termie potential that is dependable in the likes of missile pods and fusion blasters for something that is random doesn't sit well with me.

This is close to my list.

I use 2 FCW in fish and 2 units of 10 kroot, 2 el's with TA and either helios or fireknife, 1 unit of 2 burning eyes and 2 units of 6 stealths. the fast are vespids, 2 piranhas and the heavies are 2 railheads and an ionhead. I've found it able to handle everything from Guard to chaos with little complaints.


2 railheads are a must. Often one is shaken or stunned and you need the firepower.
   
Made in us
Rampaging Carnifex





Vespids are total and utter crap.

I would take a second railhead, as you're a little short on anti-vehicle imho.

I don't like your shas'o. i'd rather see a fireknife for light AV work as well as marine killing.

looks pretty good though
   
Made in us
Regular Dakkanaut




/agree about the vespids, you need 1 more railhead also id get the firewarriors to 12 and mount thm, drop some kroot to do this. Will give you better list comp more armor and you can just hide them till your rdy and dump them both out on 1 target.
   
Made in fi
Regular Dakkanaut




Shas'o is designed to kill almost anything, (CIB kills just as many terminators and deals just as many wounds on T6 MCs as does the fusion blaster, the only thing it is weaker agianst is tanks, which is somewhat of a shame since it is on a IC which would not be bad at tank hunting) That said its job is not to hunt tanks but to go after things like dev squads, it can fire then assualt, thuse stopping them from firing and keep them tied up for the next assualt phase, 3+ save and feel no pain will keep it alive, it can then hit and run thanks to the thrusters and repeat against same or differerent squad.

I know assualting Tau are not the norm but that is the appeal to me.

Stealth drones protect the unit from indirect fire as I can remove drones instead which is nice, also it saves money as I only need 3 stealths per unit, the unit has the shooting power of 5 stealths, granted the footprint is larger, but it also causes pinning which can be a nice bonus.

Will see about the 2 railhead idea, I atleast want to try my luck with 1 for a start, it seems cooler to have a "flagship" but it it turns out not to be strong enough I can always change to 2 rails, seems most people run 2 but then again they don't have those piranhas.

Problem with the piranhas is that in alpha missions I will be reluctent to ever show them to my enemies guns as they are too valuable as objective takers.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Regular Dakkanaut




I've used vespids pretty well in the 6 games they have played in. Against Templars they seem unable to survive, mainly cause the Templars run from a different unit's fire thanks to the chaplain and go after them specifically. They have take out most of 6 man squads and with help from stealths often finish off a small unit every turn. They are obviously paper tigers, the moment a little heat is applied, they go up in flames, but they have usually drawn so much attention from the enemy that the stealths have actually been living longer.

CIB is not as good as fusion. It may kill as many terminators, but it is also not capable of insta-killing any either. I've found terminators like hanging out near chaplains or other characters and if you can take out the retinue the character really doesn't like being the only one that can eat the fusion.

2 railheads are a godsend. Disruption pods on the heads are also a must. Tourneys being light on terrain often is the case and so you can have a better chance to survive the first turn loss of 6"+ skimmer move. I've had them save tanks in tourneys enough to know they are worth it.

Thought about just consolidating the stealths into one unit and then splitting up the Crisis so you have a monat with the airburst? (Another weapon I'd rather see get dumped for a helios or fireknife) Then he can do his thing and the deathrains could do theirs. Crisis suits should not be bothering with killing light infantry. You have a ton of kroot and firewarriors and stealths that are designed to kill light infantry. Crisis are one of the only spots to kill heavy infantry so they need to take advantage of it. A role for every unit, a unit for every role.

Lastly, sensor spines for the piranhas? They can fly into cover and hide, and if you want them to go tank hunting that is a huge bonus. Basilisk hunting when it is hiding in the woods or a ruin means you can just fly in next to it and then you have the advantage of using their cover for your gain. Can also help keep you alive long enough to grab objectives.
   
Made in fi
Regular Dakkanaut




Well I do love the helios config on commander suits for tank hunting, IC status helps alot here but I want to give the CIB a chance, if I want to instakill chappies I have 2-3 piranhas for that (thinking of dropping the pathfinders for FWs in a fish instead) so I don't think that 1 fusion more will help much...

The crisis are for taking out heavy infantry, they are basically a unit of 3 fireknives (though I do love helios) with the frag thrown in for whenever I happen to be up against the likes or orks or alaitoc or whatever, just for fun really, not alot of power lost there, 1 missile pod.

Think I will have to add those disruption pods, good idea.

I rather keep the stealths in 2 units, was what I wanted to do with my tau, I might even end up with 3 units of stealths though this would leave me vulnurable to podding or DSing terminators so I guess I better not.

Thinking of using 2 Dfish with FWs now instead of all that ground infantry, though I do love the kroot I just think 1 FW squad might not accomplish enough on its own? No idea really.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Dakka Veteran




Orlando, Florida

Mostly any tau list 100% needs at least two railguns, so find points to make a second railhead. I know you have been told to use 2 railheads, so I'm stressing their importatance, use two railheads. I would normally say use three, but with markerlights, an ion head is useful.

   
Made in gb
Longtime Dakkanaut





I think its quite a nice list, effective without looking to stretch the power envelope too much. I don't think I like single build on there, in terms of efficiency/potency, other than the stealth/drone combo which is badass, which probably means it'll be good to play with and against. That isn't meant as a flame - generally speaking, the more I like a build in terms of power, the less enjoyable it is.

The lack of railguns leaves it horrendously vulnerable. What do you do against 3/4 Predators that park their backs to board edge and screen themselves with troops so your fusion deep strike can't easily get close? Or 3 Leman Russ doing the same?

3 Stealth + 5 gun drones = 140 points. Do you mean 6 drones?

Hodge-Podge says: Run with the Devil, Shout Satan's Might. Deathtongue! Deathtongue! The Beast arises tonight!
 
   
Made in us
Regular Dakkanaut




I'd definitely go with the mounted firewarriors if possible. I love using 2 in my lists as they tend to get out near one another and the idea of these combat drops firing mutually supporting fire while stealth suits and crisis suits lend aid is great.

Let me know how the CIB and ABF work for you. I don't like generalists as much as some people, but I am open for debate on that.

It is a nice list. Against some tourney lists it would have to fight hard to be as effective as it could be.
   
Made in fi
Regular Dakkanaut




I think its quite a nice list, effective without looking to stretch the power envelope too much.


I'd rather go for more power if possible.

The lack of railguns leaves it horrendously vulnerable. What do you do against 3/4 Predators that park their backs to board edge and screen themselves with troops so your fusion deep strike can't easily get close? Or 3 Leman Russ doing the same?


If I recall the ionhead vs railhead thread proved that a railhead will not earn its points back in kills by just shooting at front armour anyway so I guess I should be going for the side shots as often as possible.
Anyway, while I want a tourny list that is effective for the moment I want to get a few games in with 2 ion/1 rail combo, if it does not work out I will take everyones advice and go 2 rail/1 ion but for the momeny I wish to keep it as is.

Never was much of a fan of deepstrike tbh, how I use the piranhas is still somewhat of a mystery, atm I consider their objective taking power to be their biggest asset, especially in alpha games where they will often win the game for me against non indirect ordnance armies.

I think I will go with 3 piranhas then some FWs in a fish for the moment. I don't really think the 3 piranhas will be better than another FW squad in fish but I want to try them out, I guess I am not going for all out power as I just want to try out the piranhas and 2 ionheads to start with.

The Plasma Gun is a game altering force of unspeakable power 
   
 
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