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				<title>1500 Tau with Eldar Allies Semi-Competitive</title>
				<description><![CDATA[ This is to be a semi-competitive list. My playgroup doesn't play tournaments or even meta-game much. The armies I'll face are mostly some sort of Space Marine (Blood Angels, Grey Knights, Salamanders) but also Orks, Chaos Soace Marines, and Dark Eldar. I built this as a take all comers list and don't intend to bring more than 1 Riptide. Any comments/advice are welcome!<br /> <br /> Tau with Eldar Allies 1500<br /> <br /> &lt;Primary Detachment&gt;<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Commander- 145<br />  •2x Flamer, Command and Control Node, Multi-Spectrum Sensor Suite, Puretide Engram Neurochip<br /> <br /> Elites:<br /> <br /> Riptide- 193<br />  •Ion Accelerator, Twin-linked Smart Missile System, Early Warning Override, Advanced Targeting System<br /> <br /> Crisis Suits x3- 156<br />  •4x Plasma Rifles, 2x Fusion Blasters<br /> <br /> Crisis Suits x3- 131<br />  •5x Burst Cannons, 1x Cyclic Ion Blaster<br /> <br /> Troops:<br /> <br /> Firewarriors x9- 81<br /> <br /> Firewarriors x9- 81<br /> <br /> Heavy Support:<br /> <br /> Broadside Suits x3- 210<br />  •3x Twin-linked High Yield Missile Pod, Twin-linked Smart Missile System, Early Warning Override<br /> <br /> Hammerhead Gunship- 170<br />  •Railgun, Twin-linked Smart Missile System, Longstrike<br /> <br /> Sky Ray Missile Defence Gunship-116<br />  •6 Seeker Missiles, Twin-linked Smart Missile System, 2 Networked Markerlights, Velocity Tracker, Blacksun Filter<br /> <br /> &lt;Allied Detachment&gt;<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Farseer- 115<br />  •Runer Armor, Shuriken Pistol, Witchblade, Ghosthelm, Eldar Jetbike<br /> <br /> Troops:<br /> <br /> Windrider Jetbike Squad x3- 51<br /> <br /> Windrider Jetbike Squad x3- 51]]></description>
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				<pubDate><![CDATA[Mon, 17 Mar 2014 14:26:01]]> GMT</pubDate>
				<author><![CDATA[ zima2190]]></author>
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				<title>1500 Tau with Eldar Allies Semi-Competitive</title>
				<description><![CDATA[ Your list...is really solid. It took me a while to figure out what to say about it.<br /> <br /> I know the dual flamers on the commander are for overwatch defense, but they may be a bit overkill. I would take a single flamer and spend the points on a target lock for the dual fusion suit. Since the fusion blasters are for <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, they don't mesh so well with the roles of the plasma(except against <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> and <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s). A target lock means you can split that melta against a tank while the plasma grills tough infantry. <br /> <br /> The only other thing would be dropping your advanced targeting system for the neuroweb jammer on the commander. An advanced targeting system rarely comes into play, and between saves/look out sir, your rarely going to snipe out anything of note. Against footsloggers, I see the large blast being used more than the 3 shots. The missiles maybe, but even then I would want a heavy burst cannon to really maximize the odds of getting a 6. <br /> <br /> The neuroweb, on the other hand will provide close range defense against shooting directed at your warlord. If it kills anything, it makes its points back. Considering your commander is probably going to be in close, nice to have for backup. <br /> <br /> Where is your commander going? I would probably put him in the burst squad, but the other crisis team is also good. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Mar 2014 02:41:49]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>1500 Tau with Eldar Allies Semi-Competitive</title>
				<description><![CDATA[ I intended to always start my commander in one of the crisis squads but hop him between either crisis squad and riptide as needed. I like the neuroweb idea, I just put the advanced targeting system in cause I had exactly 3 points left and it was first 3 point gear I saw. You're right about the target lock, definetly a better use of points. And thanks for the compliment. I really tried hard to build a solid take all comers list that capitalized on both <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> without being to meta-gamey for my playgroup. Heck, I even have a fluff explanation as to why the Eldar are allied with the Tau. (Small group of Eldar are manipulating Tau to accomplish a goal, with the Eldar being on the battlefield assisting Tau to ensure victory)]]></description>
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				<pubDate><![CDATA[Tue, 18 Mar 2014 04:28:45]]> GMT</pubDate>
				<author><![CDATA[ zima2190]]></author>
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				<title>1500 Tau with Eldar Allies Semi-Competitive</title>
				<description><![CDATA[ Your welcome. For a fluffy list, it will play strong(which is the best <span class="glossaryitem" onmouseover='gp(3);'>40k</span>!) <br /> <br /> If you ever could find points, disruption pods are nice for hammerheads and skyrays, and I could see a very lulzy build where you max out gun drones in your burst squad, taking a drone controller and thrusters on your buffmander. Now you get a ton of S5 dakka, and hit and run on I4, as well as a mile of bubblewrap. A singing spear is always nice on a farseer as well(nobody expects the S9 shot out of the blue)<br /> <br /> But yeah, it should be a lot of fun to play!]]></description>
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				<pubDate><![CDATA[Tue, 18 Mar 2014 04:42:00]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>1500 Tau with Eldar Allies Semi-Competitive</title>
				<description><![CDATA[ Finding any moveable points is difficult. The only places even possible to shave in my opinion is switching the cyclic ion blaster to a burst cannon (for 5 points) or turning a 9x Firewarrior squad into a 10x Kroot squad (for 21 points). I'm not a fan of switching the troops because I feel the Firewarriors are much better targets for the two "twin-linking" powers the Farseer can throw out, not saying they're the main targets just that they mesh better. And I'm also just a fan of Firewarriors. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Mar 2014 04:52:44]]> GMT</pubDate>
				<author><![CDATA[ zima2190]]></author>
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				<title>1500 Tau with Eldar Allies Semi-Competitive</title>
				<description><![CDATA[ Does anyone have any advice on what 3rd psychic power to go for on my Farseer? I plan on always taking the primaris powers for Dvination and Runes of Fate (don't have books near me and don't remember their names, the "twin linking powers"). ]]></description>
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				<pubDate><![CDATA[Wed, 19 Mar 2014 11:55:09]]> GMT</pubDate>
				<author><![CDATA[ zima2190]]></author>
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				<title>Re:1500 Tau with Eldar Allies Semi-Competitive</title>
				<description><![CDATA[ your biggest weakness is flier lists like Cron, Chaos and Valk-<span class="glossaryitem" onmouseover='gp(69);'>IG</span>.<br /> <br /> I'd recommend considering a second skyray instead of the hammerhead (especially given the lack of markerlights elsewhere), or possibly finding a way to shave points on a single crisis suit and replace the riptide ion accelerator with a heavy burst cannon and velocity tracker. If you rely purely on the single skyray, then in turn one or on the turn that the fliers arrive it'll be targeted like nobody's business. Other than that <span class="glossaryitem" onmouseover='gp(269);'>id</span> say everything here is pretty solid.<br /> <br /> also with regards to the 3rd power, <span class="glossaryitem" onmouseover='gp(269);'>id</span> personally go with a second run with either divination of runes of fate and hope to roll a 3. Runes of Fate might be mildly better, as rolling a 5 or 6 is a little better than divination <span class="glossaryitem" onmouseover='gp(72);'>imo</span>.]]></description>
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				<pubDate><![CDATA[Wed, 19 Mar 2014 14:43:32]]> GMT</pubDate>
				<author><![CDATA[ xandermacleod]]></author>
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				<title>1500 Tau with Eldar Allies Semi-Competitive</title>
				<description><![CDATA[ My playgroup doesn't run heavy flier lists. Most run none, max 1 flier. I will see land raiders though. ]]></description>
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				<pubDate><![CDATA[Wed, 19 Mar 2014 15:46:00]]> GMT</pubDate>
				<author><![CDATA[ zima2190]]></author>
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				<title>1500 Tau with Eldar Allies Semi-Competitive</title>
				<description><![CDATA[ For psychic powers, I always roll once on runes of fate hoping for fortune or doom. If you get either, then you could try for the other, but once you take guide bail to divination. The 4++ power and misfortune are solid, as well as perfect timing depending on your opponent. Roll for one of those, then default to prescience. If you have spare rolls, telepathy is full of amazing powers, so you can't really go wrong. ]]></description>
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				<pubDate><![CDATA[Wed, 19 Mar 2014 18:08:05]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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