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		<title><![CDATA[Latest posts for the thread "1850 Tau"]]></title>
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				<title>1850 Tau</title>
				<description><![CDATA[ I've decided to bring my Tau to an 1850 tournament coming up in February, but I need to expand.  This is my first attempt with them in sixth edition, and I haven't played much with the new edition.  Anyone with more experience with 6th edition Tau feel free to chime in<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b>- Shas'<span class="glossaryitem" onmouseover='gp(555);'>el</span>- <span class="glossaryitem" onmouseover='gp(268);'>CIB</span>, PR, <span class="glossaryitem" onmouseover='gp(520);'>MT</span>, Hard wire <span class="glossaryitem" onmouseover='gp(655);'>BSF</span>, 2 shield drones- 123<br /> <br /> <b>Elites</b>- Crisis suits (3)- <span class="glossaryitem" onmouseover='gp(389);'>BC</span>, PR, <span class="glossaryitem" onmouseover='gp(520);'>MT</span>- 174<br /> <b>Elites</b>- Crisis suits (3)- <span class="glossaryitem" onmouseover='gp(389);'>BC</span>, PR, <span class="glossaryitem" onmouseover='gp(520);'>MT</span>, Team leader w/<span class="glossaryitem" onmouseover='gp(655);'>BSF</span>- 182<br /> <b>Elites</b>- Crisis suits (2)- <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(153);'>FB</span>, Flamer- 94<br /> <br /> <b>Troops</b>- Firewarriors (8)- 80<br /> <b>Troops</b>- Firewarriors (8)- 80<br /> <b>Troops</b>- Firewarriors (8)- 80<br /> <b>Troops</b>- Firewarriors (8)- 80<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(35);'>FA</span></b>- Pathfinders (8)- Shas'ui w/<span class="glossaryitem" onmouseover='gp(655);'>BSF</span>, Devifish w/DPod- 200<br /> <br /> <b>Heavy</b>- Broadsides (3)- AdvSS, Team Lead w/<span class="glossaryitem" onmouseover='gp(655);'>BSF</span>, 1 shield drone- 263<br /> <b>Heavy</b>- Broadsides (3)- AdvSS, Team Lead w/<span class="glossaryitem" onmouseover='gp(655);'>BSF</span>, 1 shield drone- 263<br /> <b>Heavy</b>- Hammerhead- Ion Cannon, <span class="glossaryitem" onmouseover='gp(389);'>BC</span>, Dpod, <span class="glossaryitem" onmouseover='gp(520);'>MT</span>- 130<br /> <br /> <b>Fort</b>- <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> w/ Quad gun- 100<br /> <br /> Total: 1849<br /> <br /> My Shas'<span class="glossaryitem" onmouseover='gp(555);'>el</span> will go with the first crisis team.  The fusion blaster armed team will deep strike in to try and pop some armor, or roast some infantry if need be.]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2012 23:12:55]]> GMT</pubDate>
				<author><![CDATA[ PraetorDave]]></author>
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				<title>Re:1850 Tau</title>
				<description><![CDATA[ I like the list but I do have a couple pointers.  Not a big fan of suicide crisis suits.  That fusion blaster 2 man team should go.  You have plenty of anti-armor with 6 broadsides and don't need to deepstrike in 94 pts. of models just to get them wiped out.  I'd take that 94 pts. from the fusion team and invest it in another Firewarrior team, a missile pod crisis team, or a tetra or 2.  You don't have a lot of long range firepower from your crisis suits.  You're going to waste a turn or 2 waiting for your opponent to get into range w/ your setups.  Missile pods would help you there as will moving 6" and shooting 30" firewarriors.  Your pathfinder team doens't need a <span class="glossaryitem" onmouseover='gp(655);'>BSF</span> as pathfinders can always shoot there markerlights even at night and no saves are allowed.  I'd throw target locks on 2 of your broadsides in each team so all 3 can split fire.  Why have all 3 broadsides shoot the same target.  And finally throw a <span class="glossaryitem" onmouseover='gp(655);'>BSF</span> on your hammerhead.  3 pts. and it couldn't hurt.  I like you choices, heavy troops and crisis suits, broadsides for tanks, and a good amount of markerlights.  Best of luck!!]]></description>
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				<pubDate><![CDATA[Thu, 8 Nov 2012 14:02:56]]> GMT</pubDate>
				<author><![CDATA[ Tauownz]]></author>
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				<title>Re:1850 Tau</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(655);'>BSF</span> on hammerheads are 5 points. I personally think <span class="glossaryitem" onmouseover='gp(389);'>BC</span> on crisis suits arnt worth it and if your going to run suicide suits give them a flamer and fusion.<br /> I personally prefer to take full advantage of the <span class="glossaryitem" onmouseover='gp(278);'>jsj</span> and go with PR/<span class="glossaryitem" onmouseover='gp(518);'>MP</span>/<span class="glossaryitem" onmouseover='gp(520);'>MT</span>. Since i agree you don't need any more <span class="glossaryitem" onmouseover='gp(482);'>AT</span> with 6 broadsides and you seen to be seriously lacking AP2 anti-infantry.<br /> With 6 broadsides they shouldn't need to move since if you place them right you should have a excellent view of the battle field able to create choke points and killing fields, i would swap out the ASS for target locks so you can maximize the firepower of 6 broadsides.<br /> Again pathfinders don't need <span class="glossaryitem" onmouseover='gp(655);'>BSF</span> since night fire doesn't affect markerlights plus for the price of 1 path finder team you could get 3 tetras with <span class="glossaryitem" onmouseover='gp(519);'>TA</span> for 165 points and all can roll as separate units (although you did say it was a tournament and might not allow forgeworld.) Devilfish with D-pods can provide crazy mobile cover with the extra move in the shooting phase but fitting them in could be a push. Other than that its not bad and good luck.]]></description>
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				<pubDate><![CDATA[Thu, 8 Nov 2012 14:23:40]]> GMT</pubDate>
				<author><![CDATA[ Messy0]]></author>
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				<title>Re:1850 Tau</title>
				<description><![CDATA[ The reason for the crisis suit load out is because of this article: <a href="http://www.dakkadakka.com/dakkaforum/posts/list/360480.page" target="_new" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/360480.page</a>  Additionally, I'm not a big fan of missile pods.  I would prefer to pen tanks than glance them to death.  Besides, outside of killing transports (which are on the down for this edition), missile pods aren't really good for anything else.  They can also put wounds on <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s but most will get their armor saves thanks to AP4.<br /> <br /> I may try to switch them out for a pair with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Plasma and targetting arrays.  They would tear through terminators.<br /> <br /> Also, this tournie doesn't allow forgeworld, so now Tetras.<br /> <br /> I can't seem to find where pathfinders don't test for night fight.  It doesn't say anything in the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> or the codex.]]></description>
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				<pubDate><![CDATA[Thu, 8 Nov 2012 17:53:55]]> GMT</pubDate>
				<author><![CDATA[ PraetorDave]]></author>
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				<title>1850 Tau</title>
				<description><![CDATA[ Just to echo the other replies....  <br /> <br /> So the night fight rules just make it impossible to target enemies outside of 36 inches, targets shrouded 36 to 24 inches and stealth 24 to 12...since targets don't get a cover save from Marker Lights Pathfinders don't need to worry about fighting in the darkness. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 8 Nov 2012 20:35:56]]> GMT</pubDate>
				<author><![CDATA[ 4TheG8erGood]]></author>
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				<title>Re:1850 Tau</title>
				<description><![CDATA[ For once <span class="glossaryitem" onmouseover='gp(50);'>GW</span> used common sense...lights work at night, its kinda in the name.  and <span class="glossaryitem" onmouseover='gp(518);'>MP</span> can be awesome against anything but marines. Think of it as 2 auto cannon shots  that can move and shoot. Rips up anything with a 4+ save and since necrons and such are so popular its a great weapon. Anything bar flyers thats armour 13 and below it can cause serious damage and you can move and shoot it. And you get the added advantage of range. So many games come down to first blood in 6th ed, if you can pop a rhino/chimera/viper etc on first turn its yours.]]></description>
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				<pubDate><![CDATA[Fri, 9 Nov 2012 00:17:02]]> GMT</pubDate>
				<author><![CDATA[ Messy0]]></author>
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				<title>1850 Tau</title>
				<description><![CDATA[ Just getting used to 6e are you. Tau got changed a lot and some for the better.<br /> <br />  Photon Grenades sudden got real useful at least on up field <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> as defensive gernades now provide shrouded (+2 to cover save) against shooting at 8 or less inches. Night fight is now a set cover save bonus and is no longer tested for, D-pod and Flat out had made DF the ultimate in mobile cover.<br /> <br /> You may want to re think the whole glancing stance. All vehicles now  die at 3 to 4 glances thanks to hull points and most none AV14 only have 3 hull points. In 6e a burst cannon with up the tail shots can wreck pretty much most vehicles and all transports by generating 3 glances. <br /> <br /> Bladestorms are a pretty nice suit load out and have gotten better since that article which was written for 5e, thanks to death by glances on vehicles. Had my Bladestorm <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> wreck a <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> thanks to the <span class="glossaryitem" onmouseover='gp(389);'>BC</span> last game.]]></description>
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				<pubDate><![CDATA[Fri, 9 Nov 2012 13:10:04]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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				<title>Re:1850 Tau</title>
				<description><![CDATA[ Have you considered allies at all?<br /> <br /> In larger games i've taken to running Eldrad, 10 wraithguard with a spirit seer with enhance and a <span class="glossaryitem" onmouseover='gp(557);'>Fireknife</span> battlesuit shas'o with iridium armour and a hardwired drone controller with 2 shield drones all as one unit.<br /> True it's a 800 point deathstar but when it's fortuned and the 2 shield drones are in front giving a rerollable 2+ armour 4++ invulnerable save and the commander is pumping out missles, plasma and giving the squad and whatever command trait i roll my enemy will shoot at it and fail to cause a single wound <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> (35 times out of 36 mind)]]></description>
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				<pubDate><![CDATA[Sat, 10 Nov 2012 11:42:10]]> GMT</pubDate>
				<author><![CDATA[ Yuber_1992]]></author>
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