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				<title>1750 point tau army</title>
				<description><![CDATA[ i have played warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span> for a year now, starting with tau but not getting much success and moving on to pretty much every other army apart from <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, orks and 1 or 2 space marine codex's but heres my newest attempt at a tau army list.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> 267<br /> <br /> crisis commander shas'O - cyclic ion blaster, missile launcher, shield generator, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> multi lock<br /> 2 shas'Vre bodyguards - missile launchers, burst cannons, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> multi locks and targeting arrays<br /> <br /> ELITES 175<br /> <br /> 3 shas'Ui crisis suits - burst cannons, missile launchers, targeting arrays, team leader, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> multilock<br /> <br /> TROOPS 615<br /> <br /> 12 fire warriors<br /> devil fish - disruption pods <br /> <br /> 12 fire warriors<br /> devil fish - disruption pods <br /> <br /> 12 fire warriors<br /> devil fish - disruption pods <br /> <br /> HEAVY SUPPORT 685<br /> <br /> 3 broadsides - targeting arrays, team leader, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> target lock, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> plasma rifle<br /> <br /> 3 broadsides - targeting arrays, team leader, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> target lock, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> plasma rifle<br /> <br /> hammerhead - railgun, burst cannons, targeting array, multi lock, disruption pod]]></description>
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				<pubDate><![CDATA[Sat, 19 May 2012 10:29:41]]> GMT</pubDate>
				<author><![CDATA[ chaos wulfen]]></author>
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				<title>1750 point tau army</title>
				<description><![CDATA[ This is pretty good.<br /> I would ditch the burst cannons and replace with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> missile pods instead.<br /> <br /> Apart from that this is amazing (especially with the broadsides).]]></description>
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				<pubDate><![CDATA[Sat, 19 May 2012 10:50:43]]> GMT</pubDate>
				<author><![CDATA[ flashkid123]]></author>
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				<title>1750 point tau army</title>
				<description><![CDATA[ <blockquote><div><cite>chaos wulfen wrote:</cite>crisis commander shas'O - cyclic ion blaster, missile launcher, shield generator, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> multi lock</div></blockquote>There's no "mulit-lock". Do you mean MultiTracker or Target Lock? Anyway, toss the Shield <span class="glossaryitem" onmouseover='gp(44);'>Gen</span> for a Shield Drone, which does the same thing, but adds a wound, for less. Demote to Shas'<span class="glossaryitem" onmouseover='gp(555);'>el</span>, and go Target Array (keeping BS5), your two guns, a hwMultiTracker.<br /> <br /> <blockquote><div><cite>chaos wulfen wrote:</cite>2 shas'Vre bodyguards - missile launchers, burst cannons, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> multi locks and targeting arrays<br /> 3 shas'Ui crisis suits - burst cannons, missile launchers, targeting arrays, team leader, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> multilock</div></blockquote>It makes for more sense to have MTs on all the suits, so they can shoot both ttheir guns.  Also, split 'em up. Here's a good way to increase your fire power with all 5 suits:<br /> <br /> Pair: Team Leader, <span class="glossaryitem" onmouseover='gp(519);'>TA</span>, 2 guns, hwMT<br />  his buddy 2 guns, <span class="glossaryitem" onmouseover='gp(520);'>MT</span><br /> <br /> Pair: Team Leader, <span class="glossaryitem" onmouseover='gp(519);'>TA</span>, 2 guns, hwMT<br />  his buddy 2 guns, <span class="glossaryitem" onmouseover='gp(520);'>MT</span><br /> <br /> Single: Team Leader, <span class="glossaryitem" onmouseover='gp(519);'>TA</span>, 2 guns, hwMT<br /> <br /> Benefits:<br /> 1. Now you have split your fire, including the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> by a factor of two; this allows to you more efficiently direct fire<br /> 2. The enemy has to split his fire to 4 different targets instead of 2. Again, good for you<br /> 3. Frees up your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, wheres before he's stuck with the 'Vres.<br /> 4. Your 3 Fire Storms (the previous Elite trio) can now shoot both the <span class="glossaryitem" onmouseover='gp(389);'>BCs</span> and <span class="glossaryitem" onmouseover='gp(518);'>MPs</span>.<br /> <br /> Cons:<br /> 1. More <span class="glossaryitem" onmouseover='gp(316);'>KPs</span>. Big deal. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> 2. Slight loss of <span class="glossaryitem" onmouseover='gp(14);'>BS</span> on 2 suits, which is more than made up for by being able to shoot both a suit's guns.<br /> <br /> <blockquote><div><cite>chaos wulfen wrote:</cite>12 fire warriors<br /> devil fish - disruption pods </div></blockquote>I like to promote an 'Ui and Bond. Also, are you using <span class="glossaryitem" onmouseover='gp(463);'>FoF</span>? IF not, then I suggest decreasing their numbers in favor of Shield Drones for the b-sides. Either to 9 or 6, exploiting the Morale Check mechanics.<br /> <br /> <blockquote><div><cite>chaos wulfen wrote:</cite>3 broadsides - targeting arrays, team leader, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> target lock, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> plasma rifle<br /> <br /> 3 broadsides - targeting arrays, team leader, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> target lock, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> plasma rifle</div></blockquote>They need <span class="glossaryitem" onmouseover='gp(517);'>SDs</span> to increase longevity, then Bond.<br /> <br /> hammerhead - railgun, burst cannons, targeting array, multi lock, disruption pod</div></blockquote>If the points are available, a Target Lock is good allowing the <span class="glossaryitem" onmouseover='gp(389);'>BCs</span> to hit troops when the <span class="glossaryitem" onmouseover='gp(757);'>RG</span> gets a tank.<br /> <br /> Overall, it's okay. ]]></description>
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				<pubDate><![CDATA[Sat, 19 May 2012 14:50:50]]> GMT</pubDate>
				<author><![CDATA[ Brothererekose]]></author>
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				<title>Re:1750 point tau army</title>
				<description><![CDATA[ I would drop the plasma on the XV88s and put it onto one team of Crisis (making them PR/<span class="glossaryitem" onmouseover='gp(389);'>BC</span>). Without a Multi-Tracker on the XV88s, you'll rarely use the plasma. I'd drop the <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> to 6 or 9, but I personally don't bond my <span class="glossaryitem" onmouseover='gp(39);'>FWs</span>, I find it is not as useful. If you have them, add in pathfinders, and drop a Devilfish from the <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> for each squad of pathfinders you take. Simply run the Pathfinders to where you want with the scout move, disembark, then run back and pick up the <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> at the beginning of your turn. Adding Pathfinders also makes the suits not need/suffer from not having Targeting Arrays. And split the suits into squads of two, probably one TLMP/F, one PR/<span class="glossaryitem" onmouseover='gp(389);'>BC</span>/<span class="glossaryitem" onmouseover='gp(520);'>MT</span>, the commander as a <span class="glossaryitem" onmouseover='gp(268);'>CIB</span>/PR/<span class="glossaryitem" onmouseover='gp(520);'>MT</span>, and the solo suit potentially as a PR/<span class="glossaryitem" onmouseover='gp(153);'>FB</span>/<span class="glossaryitem" onmouseover='gp(520);'>MT</span> to protect the XV88s from Deep-strikers, or to Deep-strike near enemy long-range fire and roast them, as a suicide squad. If you can find the points, add Shield drones to the Broadsides and bond. (Bond them regardless, you don't want them running off the board).]]></description>
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				<pubDate><![CDATA[Sat, 19 May 2012 19:43:28]]> GMT</pubDate>
				<author><![CDATA[ kaisshau]]></author>
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				<title>1750 point tau army</title>
				<description><![CDATA[ i made this list after leaning that most of my opponents are ork players although generally i switch out a team of broadsides for another hammerhead so i have an extra large blast and use the air frag projector on the commander so the big meks cover save is ignored, it usually does quite well but ive still never managed to beat orks with any army i own other than space wolves absolultey owning a speed freak army]]></description>
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				<pubDate><![CDATA[Sat, 19 May 2012 22:37:26]]> GMT</pubDate>
				<author><![CDATA[ chaos wulfen]]></author>
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				<title>Re:1750 point tau army</title>
				<description><![CDATA[ You know what Orks hate? Pulse Rifles. Lots of Pulse Rifles.]]></description>
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				<pubDate><![CDATA[Sat, 19 May 2012 22:49:40]]> GMT</pubDate>
				<author><![CDATA[ kaisshau]]></author>
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				<title>Re:1750 point tau army</title>
				<description><![CDATA[ Move your body guards into a second crisis team. Orks will tie up your <span class="glossaryitem" onmouseover='gp(56);'>hq</span> unit in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> first or second turn. Multiple units is what you want vs. orks. Get rid of plasma on xv88s. You'll never use them. Also throw target lock on your hammerhead. That extra six shots a turn at a different target will help vs. orks. Make your <span class="glossaryitem" onmouseover='gp(39);'>fw</span> squads four teams of nine. Use your devilish to block since you have no kroot and throw flèchettes on them,will help greatly vs orks. And with devilish overkill like that you should grab some pathfinders. Best of luck]]></description>
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				<pubDate><![CDATA[Sun, 20 May 2012 03:54:29]]> GMT</pubDate>
				<author><![CDATA[ Tauownz]]></author>
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				<title>1750 point tau army</title>
				<description><![CDATA[ <blockquote><div><cite>chaos wulfen wrote:</cite>i made this list after leaning that most of my opponents are ork players although generally i switch out a team of broadsides for another hammerhead so i have an extra large blast </div></blockquote>Yep. Good call. <span class="glossaryitem" onmouseover='gp(757);'>RG</span>, <span class="glossaryitem" onmouseover='gp(389);'>BCs</span>, <span class="glossaryitem" onmouseover='gp(520);'>MT</span>, Dispod, Flechettes, Target Lock is good for anti-ork.<br /> <br /> <blockquote><div><cite>chaos wulfen wrote:</cite>and use the air frag projector on the commander so the big meks cover save is ignored, it usually does quite well but ive still never managed to beat orks with any army i own other than space wolves absolultey owning a speed freak army</div></blockquote>Then go all FireStorms (<span class="glossaryitem" onmouseover='gp(389);'>BC</span>/<span class="glossaryitem" onmouseover='gp(518);'>MP</span>) for volume shooting. The PlasmaRifles of FKs get nerfed by Wound Alocation Shenanigans.<br /> <br /> Are the orks BattleWagon lists? Kans?]]></description>
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				<pubDate><![CDATA[Sun, 20 May 2012 06:48:18]]> GMT</pubDate>
				<author><![CDATA[ Brothererekose]]></author>
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				<title>1750 point tau army</title>
				<description><![CDATA[ at the moment the biggest pain is a nob squad with 5 big choppas 1 claw and a pain boy joined with a warboss or gazghul ive never managed to kill more than 2 of them in a game and that was hammering 3 units of  crisis suits all with plasmas and missiles and solid shot rail guns.<br /> <br /> but i mainly play against 3 boy mobs in truks and a burner wagon with mek having KFFG as well as 3 kans with ither storm boys, bikes or dread in there as well<br /> <br /> im getting closer the more i chop and change my gear but it gets frustrating that i can win quite easilly against almost any other race apart from orks<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 21 May 2012 12:24:49]]> GMT</pubDate>
				<author><![CDATA[ chaos wulfen]]></author>
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				<title>Re:1750 point tau army</title>
				<description><![CDATA[ Grab Stealthsuits and <span class="glossaryitem" onmouseover='gp(39);'>FWs</span>. The S5AP5 is your best weapon against Orks, even with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>. You want mass fire, as he will have to fail some of them. Consider what seems like the best suit against <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, PR/<span class="glossaryitem" onmouseover='gp(153);'>FB</span>/<span class="glossaryitem" onmouseover='gp(520);'>MT</span> - It's 62 points, so, it compares to two XV15s or 6 <span class="glossaryitem" onmouseover='gp(39);'>FWs</span>. Each gets 6 S5AP5 shots (or 12 at 12" for the <span class="glossaryitem" onmouseover='gp(39);'>FWs</span>) vs. two S6AP2 and one S8AP1 shot (assuming 12"). The suit will hit with 1 PR shot and 0.5 <span class="glossaryitem" onmouseover='gp(153);'>FB</span> shots. This will cause 1.25 wounds with no <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>/Saves. The XV15s get 3 hits, and 1 Wound after <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. The <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> get 12 shots, which gives them 2 wounds. However, at 18", the suit gets 0.83 wounds, while the XV15s and <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> get 1. At 19"-30", the suits get none, and the <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> get 1. The greatest efficiency always is the <span class="glossaryitem" onmouseover='gp(39);'>FWs</span>. And the XV15s effective range is 24", so you can hary the Orks and not worry as much about getting in charge range.<br /> <br /> What you want to do is disrupt. Use your big guns to stop the Mek's transport and then hit the Kans/Deff Dread. You want the Mek foot-slogging and the boys in Trukks. He'll either slow the boys down to keep the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, or rush them out of its range, at which point you pop the Trukks and S5AP5 them to death. Disruption, distraction, and confusion are how the Tau win.]]></description>
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				<pubDate><![CDATA[Mon, 21 May 2012 19:13:57]]> GMT</pubDate>
				<author><![CDATA[ kaisshau]]></author>
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				<title>1750 point tau army</title>
				<description><![CDATA[ I really like your list but mind telling us what you are up against mainly.<br /> Because that will influence your choices allot like against a marine player i myself wouldn't risk taking a cyclic ion blaster but against nid's it can be a very good one.<br /> <br /> Except for that as i said i think i love your list its fire warrior heavy just like mine. Only if you have the right strategic mind you can ditch the fishes for another squad of fire warriors or 2 and even markerlights can be enabled by the freeing up.<br /> But for that you need some plan like you need to ensured you can push back a swarm lord with 60 gaunts without a worry in the world With this points level you will need some real planning to use a fire warrior heavy list they are fun as hell but i warn you up front.<br /> You will lose the first couple times except when you have real luck.]]></description>
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				<pubDate><![CDATA[Mon, 21 May 2012 19:48:46]]> GMT</pubDate>
				<author><![CDATA[ admiral9]]></author>
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				<title>1750 point tau army</title>
				<description><![CDATA[ mostly i play against orks but i also play against necrons and the occasional space marine army and there a few guard players that spam tanks, i do have variants of the list but this is my all round list as it has a decent number of shooting per turn a strong back line with the best anti vehicle i could fit into the list  while also keeping a decent amount of troops and a <span class="glossaryitem" onmouseover='gp(56);'>hq</span> and elite choice that can have a choice of things to shoot at.<br /> <br /> my other variants are against swarm armies such as tyranids i use 3 hammerheads rather than broadsides so i can maximise the amount of blast weapons i have and with i tend to not use transports so i can use the points on more fire warriors and switch out the crisis elites for stealth suits so i have a chance to counter a possible gene stealer brood.<br /> <br /> against space marines i either use less troops and focus on using good strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons on lots of crisis teams, sniper teams and railguns, or i try to maximise shots by using  more fire warriors with enough power from suits and tanks to rip through transports.<br /> <br /> my main problem i have found is my target priorities, if i see a land raider that has assault termys in i tend to see them as my biggest threat and sometimes let it go to my head that the termys must die and tend to forget about the combat squads.<br /> <br /> against orks which is my main opponent i have played enough games to know that without transport orks are very vulnerable but i always have the same problem of there is too much to kill before they get close no matter how i choose my targets or what combination i use i cant seem to do enough damage to stop them ]]></description>
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				<pubDate><![CDATA[Thu, 24 May 2012 02:06:50]]> GMT</pubDate>
				<author><![CDATA[ chaos wulfen]]></author>
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