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		<title><![CDATA[Latest posts for the thread "Tau 1500point anti marines list "]]></title>
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				<title>Tau 1500point anti marines list </title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Commander<br /> Flamer , C&C node , shield generator , stim injector, <br /> Iridium armour , onager gauntlet <br /> <br /> Elites <br /> Squad of 3 crisis battlesuits with double plasmas and stim Injectors <br /> <br /> Squad of 3 crisis battlesuits with double plasmas and stim injectors<br /> <br /> Riptide with ion accelerator double fusion blasters and stim injectors<br /> <br /> Troops<br /> <br /> Squad of 6 firewarriors <br /> <br /> Squad of 6 firewarriors <br /> <br /> Heavy support<br /> <br /> 3 broadsides with <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> , <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> , 2 missile drones each and early warning override and target lock<br /> <br /> Hammerhead longstrike disruption pods and railgun and <span class="glossaryitem" onmouseover='gp(388);'>SMS</span><br /> <br /> Hammerhead disruption pods railgun and <span class="glossaryitem" onmouseover='gp(388);'>SMS</span><br /> <br /> <br /> It's 12 points over 1500pts so I took  one missile drone off the broadsides<br /> If there's anything wrong with the list or some improvement please tell me <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 10:46:35]]> GMT</pubDate>
				<author><![CDATA[ muchty66]]></author>
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				<title>Re:Tau 1500point anti marines list </title>
				<description><![CDATA[ Looking good. Perhaps change the standard hammerhead to ion? Ap3 blast is a good marine killer.<br /> <br /> Weaknesses I can see are lack of markerlights and lack of ability to cap objectives. Those <span class="glossaryitem" onmouseover='gp(39);'>FW</span> squards will go down pretty quick. I'd say maybe rethink your heavy choices to accommodate markerlights and a few more troops. (perhaps a drone squad of markerlights with your commander joining them for drone controller?).]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 11:51:21]]> GMT</pubDate>
				<author><![CDATA[ turgon868]]></author>
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				<title>Tau 1500point anti marines list </title>
				<description><![CDATA[ Thx for the response I will eliminate the missile drones for some marker drones as for the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> they will be hiding or in reserve , this list is made to table marines xD]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 12:04:06]]> GMT</pubDate>
				<author><![CDATA[ muchty66]]></author>
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				<title>Tau 1500point anti marines list </title>
				<description><![CDATA[ just to check have you put the sub rounds on the railheads? they can be nasty!!!]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 12:07:17]]> GMT</pubDate>
				<author><![CDATA[ kezwick]]></author>
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				<title>Tau 1500point anti marines list </title>
				<description><![CDATA[ Oh , forgot about those ill be sure to make room for them thx <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 12:22:21]]> GMT</pubDate>
				<author><![CDATA[ muchty66]]></author>
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				<title>Tau 1500point anti marines list </title>
				<description><![CDATA[ As stated before, markerlight support is a must for any Tau army. I also wouldn't leave home without submunition rounds on the Hammerheads. ]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 00:15:16]]> GMT</pubDate>
				<author><![CDATA[ Flying Toaster]]></author>
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				<title>Re:Tau 1500point anti marines list </title>
				<description><![CDATA[ Are you playing Tau or Farshight Enclave? Because you have signature systems from both on your commander.]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 00:38:50]]> GMT</pubDate>
				<author><![CDATA[ erzu07]]></author>
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				<title>Re:Tau 1500point anti marines list </title>
				<description><![CDATA[ You might want the multi-spec thing on the commander for ignores cover]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 00:45:21]]> GMT</pubDate>
				<author><![CDATA[ DakkaHammer]]></author>
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				<title>Tau 1500point anti marines list </title>
				<description><![CDATA[ double check your broadside unit there.... they can only have one upgrade each, so seprate EWOs and target locks, but not both.<br /> <br /> Just ran this list tonight and tabled <span class="glossaryitem" onmouseover='gp(25);'>DA</span> turn 3<br /> <br /> Comm Plasma, Burst cannon, drone control, Target lock, iridum, x2 Marker drones<br /> <br /> Riptide <span class="glossaryitem" onmouseover='gp(60);'>IA</span>, <span class="glossaryitem" onmouseover='gp(503);'>TwL</span> plasma, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> Crisis team x3 (plasma, Burst cannon, Target lock) x3, x3 marker drones<br /> <br /> <span class="glossaryitem" onmouseover='gp(39);'>FW</span> x10<br /> <span class="glossaryitem" onmouseover='gp(39);'>FW</span> x10<br /> <span class="glossaryitem" onmouseover='gp(39);'>FW</span> x10<br /> <br /> piranha x3, fusion<br /> Razorshark Decoy, <span class="glossaryitem" onmouseover='gp(518);'>MP</span><br /> Pathfinder x8<br /> <br /> Ionhead <span class="glossaryitem" onmouseover='gp(388);'>SMS</span>, black, DPod<br /> Ionhead <span class="glossaryitem" onmouseover='gp(388);'>SMS</span>, black, DPod<br /> <br /> he had x2 squads of termis and x2 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span>, with <span class="glossaryitem" onmouseover='gp(29);'>devs</span> behind an <span class="glossaryitem" onmouseover='gp(637);'>adl</span>.  Maybe not the best of lists for those on the net, but I'm putting it out there as a bit of proof of concept.<br /> <br /> Relic, I deploy first and he seizes, I had reserved my commander with the crisis squad. But this is not a good start for tau.. <br /> <br /> First turn he comes in and destroys my pathfinders and piranhas - first blood him, but not before I take out 7/10 terminators that had deepstruck next to the relic with my <span class="glossaryitem" onmouseover='gp(658);'>EWO</span> Riptide. = <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> the best way to build a Iontide.<br /> <br /> My first turn I nova'd my iontide for <span class="glossaryitem" onmouseover='gp(4);'>4d6</span> assualt move, and generally moved my units on the right away from his other termi squad while moving one squad of <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> from the right twords the relic (so away from one termi squad and closer to another).  No major casulties in the shooting phase.. crappy rolls and his were good :(<br /> <br /> Still first turn... I charge his 3 remaining termis at midfield with the iontide... (thank you nova charge) Kill 2 and barely miss killing the last one.<br /> <br /> Turn 2 he can't take relic with the lone termi ... the right side termi squad shoots the closest <span class="glossaryitem" onmouseover='gp(39);'>FW</span> squad which runs away 11" - barely still on the table (by like an inch and a half) - unable to get to them now to charge into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.  a few wounds on far left <span class="glossaryitem" onmouseover='gp(39);'>FW</span> squad and DPods save a hammerhead from a bunch of hits.  <br /> <br /> My turn 2 = both commander and razorshark come in.  at this point the game was over.  used the one off reroll 1s warlord trait (number 2 on the table).<br /> <br /> Marker drones lit up the Quad gun squad, while the rest of the Crisis team fired at the large termi squad right side of board.  The amount of wounds cause by the burst cannons cause just as many casulties as the rapid fire plasma. = weight of fire worth it with the burst cannons.<br /> <br /> Ionheads drop in pie plates with the markerlight hits ignoreing cover, getting minor hits on multiple squads and destroying one (the lit up one) = ionheads against marines with minimal markerlights are devastating!<br /> <br /> Top of turn three he still is fireing but nothing major of note other than my iontide finally kills that last termi (bad rolls on my part - like 2 ones to wound :( )  <br /> <br /> so bottom of turn three riptide can take care of business with ap2 shots on the right group of termis along with my crisis squad and markerlights make easy work for the Ionheads to take down the marines in back ignoreing cover and AP3.  Razorshark puts out a couple last wounds. <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> head to relic<br /> <br /> So probably a crappy Report but, my points are that Ionheads are awesome against marines.. Railguns not so much.  Stim inject and double plasma on crisis are a lot of wasted points.  Also markerlights are needed! But, diversify your markerlights so not to be taken down all easily.  The razorshark/sunshark = really only if you are fighting xenos does it shine<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 01:30:27]]> GMT</pubDate>
				<author><![CDATA[ Rawrgyle]]></author>
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				<title>Tau 1500point anti marines list </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/544698/5921683.page"><b>muchty66 wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Commander<br /> Flamer , C&C node , shield generator , stim injector, <br /> Iridium armour , onager gauntlet <br /> <br /> Elites <br /> Squad of 3 crisis battlesuits with double plasmas and stim Injectors <br /> <br /> Squad of 3 crisis battlesuits with double plasmas and stim injectors<br /> <br /> Riptide with ion accelerator double fusion blasters and stim injectors<br /> <br /> Troops<br /> <br /> Squad of 6 firewarriors <br /> <br /> Squad of 6 firewarriors <br /> <br /> Heavy support<br /> <br /> 3 broadsides with <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> , <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> , 2 missile drones each and early warning override and target lock<br /> <br /> Hammerhead longstrike disruption pods and railgun and <span class="glossaryitem" onmouseover='gp(388);'>SMS</span><br /> <br /> Hammerhead disruption pods railgun and <span class="glossaryitem" onmouseover='gp(388);'>SMS</span><br /> <br /> <br /> It's 12 points over 1500pts so I took  one missile drone off the broadsides<br /> If there's anything wrong with the list or some improvement please tell me <br /> </div></blockquote><br /> <br /> You have too few <span class="glossaryitem" onmouseover='gp(39);'>FWs</span>. Put in a few more squads for capping purposes. <br /> <br /> You spent 140 points for 8 6+ invuln saves for suits. I would remove the stims on all the suits except maybe the riptide since the stim can allow you to <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> a failed nova. <br /> <br /> You can use the extra points saved by getting rid of stims to throw in some pathfinders.<br /> <br /> If you are going anti marine, at least one ion head would be nice. Keep the railhead for anti armor, as it's the only thing on your list that can take AV14.<br /> <br /> For your commander, his role seems really weird. What is his purpose? <br /> <br /> Missile drones are kind of meh unless they have a drone controller too. <span class="glossaryitem" onmouseover='gp(518);'>MP</span> shooting at BS2 not even <span class="glossaryitem" onmouseover='gp(126);'>TL</span>? Gross. You can put points elsewhere that would be more effective i think. ]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 16:16:27]]> GMT</pubDate>
				<author><![CDATA[ AnonAmbientLight]]></author>
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				<title>Tau 1500point anti marines list </title>
				<description><![CDATA[ Im pretty sure The stims are 5+ , my commander is a support for my XV8s , I don't get the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> because this list is to table the enemy I do agree with the ion head and the missile drones but thx to all for the answers xD ]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 20:15:23]]> GMT</pubDate>
				<author><![CDATA[ muchty66]]></author>
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				<title>Tau 1500point anti marines list </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/544698/5927797.page"><b>muchty66 wrote:</b></a><br/>Im pretty sure The stims are 5+ , my commander is a support for my XV8s , I don't get the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> because this list is to table the enemy I do agree with the ion head and the missile drones but thx to all for the answers xD </div></blockquote>Yea you're right. I'm not sure where i read that it was 6+. It is 5+ unless otherwise stated (<span class="glossaryitem" onmouseover='gp(13);'>BRB</span> <span class="glossaryitem" onmouseover='gp(329);'>pg</span> 35). Might have been a left over from the old codex.<br /> <br /> Your commander isn't really much of a support unit kitted out like you have it. The only thing you gave him that is supportive is the CnC. Everything else was just kind of thrown on it seems. You're basically wasting his BS5. Now, it's not a bad thing to make a Support'O, but you could do better.<br /> <br /> Try this:<br /> <br /> Commander<br /> CnC, M3S, PEN, Iridium Armor, Stim injector. <br /> <br /> The above is the exact same point cost as the commander on your list. You could fit in the shield generator if you have 25pts to spare to make it an exact copy of what you have, minus the flamer. CnC requires that he doesn't fire at all during the shooting phase to begin with, so you might as well go all in, or not at all. This will make whatever unit he joins a beast at shooting. You get to re-roll misses, ignore cover, and have tank hunter/monster hunter. He's also a tank with the 2+ armor save and 5+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. <br /> <br /> Conversely, you could take one of your crisis squads, upgrade one to a vre, and make it your tank/buffer and let your BS5 commander load up on the dakka and join that squad.<br /> <br /> **DISREGARD** I am suggesting you break up the firewarrior squad into 4 squads of 6 because if you lose 3 models from one of the 12 man squads and fail <span class="glossaryitem" onmouseover='gp(82);'>LD</span>, which is a gakky seven, they all run. It'll also give you more options to spread them around and it wont be a big foot print.<br /> <br /> That was from another thread ha. Ok, you have only two <span class="glossaryitem" onmouseover='gp(39);'>FW</span> groups which means if they die, you have no scoring troops left. Kind of risky. You can't assume that you'll table the enemy. You can't assume anything.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 23:04:28]]> GMT</pubDate>
				<author><![CDATA[ AnonAmbientLight]]></author>
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