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		<title><![CDATA[Latest posts for the thread "Fun Tau 1750; Non-competative just want opinions and streamlining within the theme"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Fun Tau 1750; Non-competative just want opinions and streamlining within the theme"]]></description>
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				<title>Fun Tau 1750; Non-competative just want opinions and streamlining within the theme</title>
				<description><![CDATA[ I wanted to try a very in your face Tau foot list so I came up with this.  I'm just looking for opinions on it and maybe a little streamlining <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: 150pts<br /> <br /> Darkstrider<br /> Ethereal<br /> <br /> Troops: 410pts<br /> <br /> Fire Warrior Team x11 - Pulse Rifle, EMP Grenades<br />    Devilfish - Disruption pod, 2x Gun Drones<br /> <br /> Fire Warrior Team x6 - Pulse Rifle<br /> <br /> Kroot Carnivore Squad x20 - Sniper Rounds, Kroot Hound<br /> <br /> Fast Attack: 624pts<br /> <br /> Pathfinder Team x10 - Pulse Carbine/Markerlight, Pulse Accelerator Drone<br />    Devilfish - Disruption Pod, 2x Gun Drones<br /> <br /> Pathfinder Team x10 - Pulse Carbine/Markerlight, Pulse Accelerator Drone<br />    Devilfish - Disruption Pod, 2x Gun Drones<br /> <br /> Pathfinder Team x4 - 1x Pulse Carbine/Markerlight, 3x Rail Rifle<br />    Devilfish - Disruption Pod, 2x Gun Drones<br /> <br /> Heavy Support: 450pts<br /> <br /> Hammerhead Gunship - Longstrike, Railgun with submunitions, Twin-linked Smart Missile System, Disruption Pod<br /> <br /> Sky Ray Missile Defense Gunship - Disruption Pod, Twin-linked Smart Missile System<br /> <br /> Sky Ray Missile Defense Gunship - Disruption Pod, Twin-linked Smart Missile System<br /> <br /> Aegis Defense Line - Quad Gun<br /> <br /> Total: 1739<br /> <br /> I would deploy the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> at the far end of my reach so after scout and move I can deploy my troops behind it.<br /> <br /> Kroot would be kept in Reserve to come on later or if my opponent was going to use scout units of their own I would infiltrate the Kroot wall to slow them down and guarantee my scout moves. The small Fire Warrior Team would camp my home objective.<br /> <br /> Darkstrider joins the big Fire Warrior Team and gives scout to the transport, while the Ethereal joins 1 of the Pathfinder teams in their Devilfish.  After deployment I use scout to jump up 12" then on my turn give Invocation of Fire as my buff for that turn then move and disembark my troops leaving the Ethereal in 1 of the Devilfish to extend his buff range and give a little protection.  At the same time I would move my armour up from behind and use the seekers to soften or destroy any of the harder targets.<br /> <br /> Once all my guys are deployed behind the line I would put as much fire into the enemy as possible (Roughly 30 S5 AP5 Pinning shots from each squad @ 12") using a couple Markerlights as needed.<br /> <br /> Next turn I would move Darkstrider to the Rail Rifle team to take advantage of his ability and keep him on the Quad gun to give BS5 skyfire if needed or at the very least BS5 S7 AP4 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> shots plus the Rail Rifles into whatever unit was unlucky enough to be in front of that. <br /> <br /> Drones would disembark at the same time my troops do to provide an assault screen and over watch bait or just to draw a round of fire off my units that should be roughly 8" away from the front edge of their deployment zone on H&A deployment.  As I understand it since IoF lasts till the beginning of my next movement phase I should still have it for any over watch I'm bound to incur and if I space out right it could be a truly withering hail of pulse coming at anyone foolish enough to assault.<br /> <br /> now I realize the whole thing completely hinges on my going first and catching my opponent off guard and putting him on his heels right at the beginning.  I also realize there is next to zero in the way of anti AV14. but I still think it would be a fun list<br /> <br /> Thoughts? Glaring oversights? ways to do it better? <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Apr 2014 18:41:05]]> GMT</pubDate>
				<author><![CDATA[ Brutal Viking]]></author>
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				<title>Fun Tau 1750; Non-competative just want opinions and streamlining within the theme</title>
				<description><![CDATA[ I like the theme, but I would keep darkstrider with a fire warrior team for his reduction of enemy toughness and fighting withdraw. Using a wall of fish and ethereal bubbling is nice, but I don't think you need 2 squads of pathfinders to advance up and do that. One with the pulse drone(and maybe a grav drone if your going this route...hell even a recon drone potentially) to scout up and dakka is nice. Then boost the back pathfinder squad to man the gun, or take another unit.<br /> <br /> The 6 man warrior team is not really doing much, better to max them out and have them behind the line, or give them a fish(if you drop a pathfinder squad)<br /> <br /> A couple of suicide piranha would be good for  more AV14, and would also provide a better gun drone screen. ]]></description>
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				<pubDate><![CDATA[Mon, 7 Apr 2014 19:21:49]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Fun Tau 1750; Non-competative just want opinions and streamlining within the theme</title>
				<description><![CDATA[ The reason I went with more Pathfinders than Fire Warriors is to get more of my forces up in my opponents face.   If I drop a Pathfinder team that's 1 less Devilfish, and 30 less shots up in the face of my opponent first turn which is much less pressure and over watch cover.  The earliest they would arrive and be able to do anything would be turn 2.  I would love to add some Piranhas to the list and the only thing I could think of cutting are the disruption pods on my vehicles but that weakens my Devilfish wall.  I could drop the ones on my heavy spots to make room for 1...<br /> <br /> I wanted to keep Darkstrider with the Rail Rifles for the insta-gib goodness on <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> (my usual meta) plus being <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> he can use it for precision shots to pick out some of the more dangerous models.<br /> <br /> Think I should change it?]]></description>
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				<pubDate><![CDATA[Mon, 7 Apr 2014 19:39:01]]> GMT</pubDate>
				<author><![CDATA[ Brutal Viking]]></author>
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				<title>Fun Tau 1750; Non-competative just want opinions and streamlining within the theme</title>
				<description><![CDATA[ You can keep the devilfish in the list by giving it to the fire warriors and making them a full squad. By dropping the pathfinders but keeping their fish you get enough for a full squad and change.(pathfinders on foot, pirinha?)<br /> <br /> Darkstrider can always jump back if you need, but how many 2 wound models do you see in power armor? Do you play a lot of iron hands with a 6+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>? and even then, is it worth it? Rifles wounding on a 2+ will drop most marines with ease. ]]></description>
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				<pubDate><![CDATA[Mon, 7 Apr 2014 20:02:30]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Fun Tau 1750; Non-competative just want opinions and streamlining within the theme</title>
				<description><![CDATA[ you make a great argument for Darkstrider with the Fire Warriors, that would be a much better use of their firepower.<br /> <br /> do you think only having 2 fish (1 Pathfinder one and the Fire Warrior one with Darkstrider) will be able to hold out on the front of the enemy deployment zone?  I was doing 4 to keep from feeding my opponent my army piecemeal but if you think a reinforcement of 2 fish the next turn would work just as well ill give it a try.]]></description>
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				<pubDate><![CDATA[Mon, 7 Apr 2014 20:31:11]]> GMT</pubDate>
				<author><![CDATA[ Brutal Viking]]></author>
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