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		<title><![CDATA[Latest posts for the thread "[1850] - Tau - Unorthodox"]]></title>
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				<title>[1850] - Tau - Unorthodox</title>
				<description><![CDATA[ I wanted to make a fun but SEMI competitive list (as in I dont expect to lose every game but I understand I wont be overpowered) that in every way defies the convention (and plays to my enjoyment of fluff).  I'll jump to the list and then give my thoughts on pros cons at the bottom.<br /> <br /> Primary-<span class="glossaryitem" onmouseover='gp(683);'>CAD</span><br />     <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: [155] Shadowsun with command drone only (I will run with stealth suits so the shield drones don't seem worth it)<br />     Troops: [135] Kroot squad min, with 3 krootox (those guns have won many games for me)<br />                    [135] Same as above<br />                    [81] Strike team with 9 <span class="glossaryitem" onmouseover='gp(39);'>FW</span>, just a little extra for objectives, low threat<br />      Fast Attack: [75] Knarloc Riders.  This is mostly fluff but the idea is to do anti drop duty in the back, and also counter charge since charges against Tau, especially with this list, is inevitable<br />                    [118] Vespid.  I can often get these guys behind the enemy and inflict 2-3 wounds a turn, so that they have to stop their advance to my main line or ignore them and I make my points back with the <br />                    gradual grind.  <br />      Heavy Support<br />                    [85] Broadside with velocity tracker/<span class="glossaryitem" onmouseover='gp(271);'>RR</span><br />                    [85] ^<br />                    [85] ^ Separate units= separate targets and no need for Target Lock.  Yes I know that <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> are better in most situations, but I need the range to deal with flyers<br /> <br /> Infiltration Cadre<br />       [155] Pathfinders 3 <span class="glossaryitem" onmouseover='gp(271);'>RR</span>, 7 markers<br />       [155] ^<br />       [155] ^ Cascade the markerlights, get near guaranteed 3 seeker missile hits and dang good shooting with the <span class="glossaryitem" onmouseover='gp(271);'>RR</span>.  Historically my pathfinders with <span class="glossaryitem" onmouseover='gp(271);'>RR</span> have been my answer to terminators<br />       [150] 3X Piranha w/Fusion, run up shoot the land raider, hope they get to shoot again, or act as a screen if the enemy has no AV14<br />       [190] 6 stealth 2w/Fusion meant to run with Shadowsun.  With piranha support if workable this is my main heavy vic answer, with even better use killing infantry of course<br />       [90] 3 stealth, useful at harrassing flank infantry, I have help up whole <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads an entire game with this vanilla team, since they chose to keep taking pot shots with the laz/crack instead of advancing<br /> <br /> Thats it.  Analysis from my perspective below.<br /> <br /> Pros.<br />      * Almost works as an <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> strategy with 13 seperate units to shoot at<br />      * Relatively even spread of firepower.  10 different units have <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6+ weapons <br />      * With an average of 10.5 markerlight hits on 3 different units or 12 cascaded on a single target this army excels in getting hits where needed<br />      * Suprise, I have found a lot of players have never seen TAU played at close range and they make a lot of mistakes.<br /> <br /> Cons<br />      * There is a hefty point sink in the stealth with <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> [245], which while maneuverable and having good saves will operate at close range and can be trapped and annihilated.  This is a high risk or high reward.<br />      * I included a forge world unit, which besides that fact is sub par.  If you cant stand that idea get 2 crisis with a single weapon or one kited out for the same price.<br />      * While the broadsides should handle a single flyer handily this unit will admittedly be shredded by a flyer heavy army<br /> <br /> I have not played this full list yet because I am still building towards it, but I have played with a big part of it and tried many of the concepts.  I am open to opinions and thoughts.  Thank you for your consideration.<br /> <br /> <br />                    ]]></description>
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				<pubDate><![CDATA[Sat, 4 Jun 2016 17:26:11]]> GMT</pubDate>
				<author><![CDATA[ mattej]]></author>
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				<title>[1850] - Tau - Unorthodox</title>
				<description><![CDATA[ i'm thinking about riptide w/ stim injectors (the big boogie man in the back) rains down coverfire for your army and can tank a lot of wounds. It will take a lot of distraction from your opponent, while the rest of your army can get in range with their weapons.<br /> in exchange maybe smaller squads, which will make it look like the riptide is even scarier then the rest of your army.]]></description>
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				<pubDate><![CDATA[Sun, 5 Jun 2016 13:13:08]]> GMT</pubDate>
				<author><![CDATA[ X0pmij0X]]></author>
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				<title>Re:[1850] - Tau - Unorthodox</title>
				<description><![CDATA[ If you want the riptide take out the Strike Team [81], Knarloc riders [75], and a single pirahna [50] gives you the tide, injector, and +12 points left over (+ 1 kroot/hound).  It goes against the spirit of what I was trying to accomplish, but if you build it that way and like it I am glad to have contributed to your game.   ]]></description>
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				<pubDate><![CDATA[Sun, 5 Jun 2016 20:08:20]]> GMT</pubDate>
				<author><![CDATA[ mattej]]></author>
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				<title>[1850] - Tau - Unorthodox</title>
				<description><![CDATA[ I mean if you were going for unorthodox you nailed it. <br /> <br /> I have always want to try the allied cadre of whatever with tons of kroot and vespids, <br /> <br /> And if you were trying to stay away from stereotype units such as the riptide do that. We all know the riptide wing is on of the better formations out there. Go knarloc riders!!! Again always something I wanted to field for pure fun but never had the models. ]]></description>
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				<pubDate><![CDATA[Mon, 6 Jun 2016 12:20:58]]> GMT</pubDate>
				<author><![CDATA[ Epartalis]]></author>
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				<title>[1850] - Tau - Unorthodox</title>
				<description><![CDATA[ I thought about the allied cadre but two things stopped me.  I would prefer those units in a cad to take objectives, and my group has a pref for land raiders so I needed those points for fusion weapons and str8+.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I thought about the allied cadre but two things stopped me.  I would prefer those units in a cad to take objectives, and my group has a pref for land raiders so I needed those points for fusion weapons and str8+.]]></description>
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				<pubDate><![CDATA[Fri, 10 Jun 2016 15:28:05]]> GMT</pubDate>
				<author><![CDATA[ mattej]]></author>
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				<title>[1850] - Tau - Unorthodox</title>
				<description><![CDATA[ I definitely enjoy Shadow Sun. Brilliant!<br /> Needs proper support to do well, and in all honesty, with her in the unit - couldn't you do better for the firepower/points by running some Crisis (or bodyguards? To keep her super alive)?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I definitely enjoy this list.<br /> <br /> You'd have a fair shot against a flyer heavy list; flyers are pricey, and would narrow down a lot of the opponents ground game by fielding so many.<br /> <br /> You've your S5 shots everywhere, snapshots en masse is effective enough, at least to Jink everything.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 13 Jun 2016 11:36:55]]> GMT</pubDate>
				<author><![CDATA[ MekLeN]]></author>
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				<title>[1850] - Tau - Unorthodox</title>
				<description><![CDATA[ Crisis with shadow sun is definitely cheaper for straight fusion, but stealth give auto lookout sirs and with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> my thought was killing rhinos and then having 16 shots to pump into the disembarked crew before jumping away would be very nice.  I just need to look at finding 10 pnts to do so. ]]></description>
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				<pubDate><![CDATA[Thu, 16 Jun 2016 13:33:27]]> GMT</pubDate>
				<author><![CDATA[ mattej]]></author>
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