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				<title>1500 point tau army </title>
				<description><![CDATA[ Hi guys<br /> <br /> Right this will be my final list before I buy everything in dedication so just wanted to know what you think. The crisis suits,riptides and broadsides are going to be magnatized so I can swap weapons depending on enemy (ie burst cannons for hoard armies)<br /> <br /> So here it is <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Commander <br /> Fusion blaster, plasma rifle, drone controller, stim injector<br /> X2 marker drones <br /> <br /> Ethreal<br /> No upgrades <br /> <br /> <br /> TROOPS<br /> Firewarriors <br /> 11 warriors 1 shas'la <br /> ^^ this times three ^^ <br /> <br /> ELITES <br /> riptide <br /> Ion cannon, early warning overide, stim injectors<br /> <br /> Battlesuits<br /> 3 suits, fusion blasters, plasma rifles, stim injectors, shield drones <br /> <br /> FAST ATTACK<br /> 6 pathfinders <br /> <br /> HEAVY SUPPORT <br /> Hammer head<br /> Long strike, submunition rounds<br /> <br /> Broadsides <br /> 3 suits, stim injectors, 3 shield drones <br /> <br /> Comes up at 1487 <br /> <br /> Obviously the ethreal will buff the firewarriors and stay hidden in one of the squads for protection. <br /> <br /> Comander will hang out with the battlesuits and either tank hunt what the hammerhead or broadsides don't kill or assist in armoured infantry killing <br /> <br /> Not sure what weapons to give the broadsides though because the ap1 of the rail rifle is nice but only one shot where as the missile pods have alot more shots?? <br /> <br /> <br /> So what you think guys ?? <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Nov 2013 19:31:06]]> GMT</pubDate>
				<author><![CDATA[ brother marcus]]></author>
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				<title>1500 point tau army </title>
				<description><![CDATA[ I'm concerned over your spending on stimulant injectors. A shield generator is a much better investment on a commander as it can save him where a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8+ <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 1,2,3 wep would instantly kill him. I also think the markerlight drones are a waste on the commander's team. The crisis team can't benefit from its own markerlights and I doubt whatever the team shoots at will survive 4 plasma and 4 fusions blasters.<br /> <br /> - I'd like to know how many shield drones are on the crisis team (anything over 2 is just a waste). If you want, change the commanders drones to markerlights, give everyone target lock with missile pods so that the team can play a supportive role from a safe distance (you can drop the stimulant injectors if you do this).<br /> <br /> Everything else is fairly standard up until your broadsides. Never give broadsides shield drones, you can take missile drones which can be used to absorb some hits AND dish out some <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 hurt. There is a reason only broadsides can take missile drones (no one would ever use any other type of drone <span class="glossaryitem" onmouseover='gp(84);'>lol</span>). As for equipping the broadsides you can have 3 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 shots or 12 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 shots. The missiles are a superior choice 90% of the time - the higher <span class="glossaryitem" onmouseover='gp(6);'>AP</span> on the railrifles is not a factor as the amount of wounds caused by the missile will cause many failed armour saves due to weight of shots fired. The missiles are also fantastic at knocking out flyers (even without velocity trackers) simply because you get 12 twin-linked shots (+ missile drones) and <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 is more than enough to deal with average flyer armour.<br /> <br /> You'll want to drop stimulant injectors on the broadsides and give them <span class="glossaryitem" onmouseover='gp(658);'>EWO</span> to deal with flyers. Your broadsides will generally be out of range of most attackers and in cover meaning the <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> rolls won't be helping you much - you'll also have missile drones to absorb the first few wounds.]]></description>
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				<pubDate><![CDATA[Fri, 15 Nov 2013 21:40:51]]> GMT</pubDate>
				<author><![CDATA[ gossipmeng]]></author>
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				<title>1500 point tau army </title>
				<description><![CDATA[ Okay thanks for the tips <br /> <br /> I took alot if stims because I face plague marine armies frequently and they survive ALOT <span class="glossaryitem" onmouseover='gp(84);'>lol</span> <br /> <br /> Yea the Comander has the marker drones and the battle suits have 1 shield drone each <br /> <br /> And I was favouring the missile pods on the broadsides because of the shots. But then if I come across av14 only the fusion blasters will kill it. But the missiles make sence <br /> <br /> Oh and yea I will swap the shield drones for missile drones <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Nov 2013 22:06:20]]> GMT</pubDate>
				<author><![CDATA[ brother marcus]]></author>
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				<title>1500 point tau army </title>
				<description><![CDATA[ I disagree about the shield generator. It costs far too much and a 4++ is not that reliable. The stims give you a second chance to pass and negate light wounds. If your commander is going to get instagibbed, so be it. 25 points to bank on a 4++ is too risky. Sure, it helps against low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> but so do stims.A good comprimise is to take the Iridium armor. 2+ and T5 negate Ap3 and nothing can instakill but S10 and other special instant death stuff. Stims are great here as well(T5, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, now your a plague marine!)<br /> <br /> Since you have the points, why not take a neuroweb jammer on the commander? It is dirt cheap, takes 0 hard points, and is awesome. Basically required. Other good signature stuff is the puretide neurochip(tank hunters/monster hunter works well with helios suits) and the onager gauntlet(just in case). Thrusters are ok too if you have a hard point free.<br /> <br /> Longstrike needs a disruption pod, smart missiles, and maybe sensor spines/advanced repair systems. <br /> <br /> Second taking missile drones/<span class="glossaryitem" onmouseover='gp(658);'>EWO</span> for the sides. With low leadership, consider a 'vre and/or bonding. Yes, your ethereal can hide with them and boost them but the ethereal can also die. <br /> <br /> I do agree to drop stims from the crisis and broadsides though. Your gunline can get a 6+<span class="glossaryitem" onmouseover='gp(265);'>FNP</span> from the ethereal.]]></description>
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				<pubDate><![CDATA[Fri, 15 Nov 2013 22:47:08]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Re:1500 point tau army </title>
				<description><![CDATA[ Ok, Drop the stims on the Broadsides, it won't help against the S8+ AP2- shots that will kill them.  No one is killing them with small arms.  Give them <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>, they are great.<br /> <br /> Give your Commander the Iridium Armor, that makes the Stim really worth it.  Consider a Pen Chip, Multspecrtrum Sensor Suit, and Command and Control Node.  He could easily tank for your Broadsides making them great.  And if in range of the Ethereal they can benefit from Zephyr's grace allowing the to move, run, and fire Snapshots which with a Markerlight or two is amazing.<br /> <br /> Stim on a lone Riptide is good.<br /> <br /> Shield Drones generally aren't great.  <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, Gun drones do so much more.  <br /> <br /> Drop the Stim Injectors on the suits in favor of Target Locks(If taking Gun Drones) or Twin Linking the Fusion Blasters.<br /> <br /> The best upgrade for your list is to declare the Ethereal, and Suits an allied <span class="glossaryitem" onmouseover='gp(413);'>FE</span> Detatchement, it only costs you three points for Bonding Knives and nets you another scoring unit.<br /> <br /> By droping the Stims, allying <span class="glossaryitem" onmouseover='gp(413);'>FE</span>, and picking up some of the amazing Signature Systems your army will be looking pretty damn good.<br /> <br /> Hope that helps.]]></description>
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				<pubDate><![CDATA[Fri, 15 Nov 2013 22:59:41]]> GMT</pubDate>
				<author><![CDATA[ Zagman]]></author>
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				<title>1500 point tau army </title>
				<description><![CDATA[ Neuro jammer is a really good idea haha but I think I will keep the stims for the Commander because I can't have two artifacts and the majority of the armies I face have high <span class="glossaryitem" onmouseover='gp(6);'>ap</span> anyway. <br /> <br /> And I will drop the stims for the broadsides and have a shas'ui <br /> <br /> Drop stims for battlesuits and take retro thrusters instead ??<br /> <br /> Oh and the ethreal is to buff the fire warriors for the extra shots. Can't wait till my friend tries to assult 12 firewarriors over watching with marker support and getting 3 shots each !! Should be painful ]]></description>
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				<pubDate><![CDATA[Fri, 15 Nov 2013 23:06:25]]> GMT</pubDate>
				<author><![CDATA[ brother marcus]]></author>
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				<title>1500 point tau army </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/563387/6254767.page"><b>brother marcus wrote:</b></a><br/>Neuro jammer is a really good idea haha but I think I will keep the stims for the Commander because I can't have two artifacts and the majority of the armies I face have high <span class="glossaryitem" onmouseover='gp(6);'>ap</span> anyway. <br /> <br /> And I will drop the stims for the broadsides and have a shas'ui <br /> <br /> Drop stims for battlesuits and take retro thrusters instead ??<br /> <br /> Oh and the ethreal is to buff the fire warriors for the extra shots. Can't wait till my friend tries to assult 12 firewarriors over watching with marker support and getting 3 shots each !! Should be painful </div></blockquote><br /> <br /> You can take as many Signature Systems on a Commander as you see fit, only restrictions is up to four weapons/support systems.  For example, my Tau Commander has a Cyclic Ion Blaster, Vectored Retro Thrusters, Stim Injector, Shield Generator, Iriidium Armor, Pen, <span class="glossaryitem" onmouseover='gp(626);'>MSS</span>, C&CN, Onager Guantlet, and Neuroweb(NSJ).  He is packing one weapon, three support systems, and six Signature Systems.  All 227pts of him.<br /> <br /> The ethereal can give Zephyr's grace to a 12" bubble, most opponents won't get withing Rapid Fire Range without good reason and Zephyr's Grace is a Turn 1/2 Ability where as tripple tapping is a Turn 3/4 ability.]]></description>
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				<pubDate><![CDATA[Fri, 15 Nov 2013 23:23:30]]> GMT</pubDate>
				<author><![CDATA[ Zagman]]></author>
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				<title>1500 point tau army </title>
				<description><![CDATA[ Oh yea miss read that haha I still don't feel the 2+ is worth it though. <br /> <br /> And I know but the ethreal will always be within 12" range of two fire warrior squads anyway so doubling there shots to 48 s5 and probably shooting at <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 5 aswell has got to hurt right?? Or am I overestimating this power <span class="glossaryitem" onmouseover='gp(84);'>lol</span> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Nov 2013 23:41:00]]> GMT</pubDate>
				<author><![CDATA[ brother marcus]]></author>
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