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		<title><![CDATA[Latest posts for the thread "[1000] - Tau - First attempt ever!"]]></title>
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				<title>[1000] - Tau - First attempt ever!</title>
				<description><![CDATA[ Always fancied the aesthetic and playstyle of the Tau but the idea of using them hasn't really appealed to me until now. With that in mind here's a quick small list I put together. Not aiming for highly-competitive, but I'm hoping it'd be around semi-competitive.<br /> <br />  Commander (3) - 149pts<br />     1 Commander: Crisis battlesuit,2 Plasma rifles,Drone controller,Neuroweb System Jammer<br />     2 MV7 Marker Drone: Markerlight<br /> <br />   XV8 Crisis Battlesuits (1) - 52pts<br />     1 Crisis Shas'ui: 2 Fusion blasters<br /> <br />   XV8 Crisis Battlesuits (1) - 52pts<br />     1 Crisis Shas'ui: 2 Fusion blasters<br /> <br />   XV8 Crisis Battlesuits (6) - 177pts<br />     2 Crisis Shas'ui: 2 Burst cannons<br />     1 Crisis Shas'ui: 2 Fusion blasters,Target lock<br />     3 MV7 Marker Drone: Markerlight<br /> <br />   XV104 Riptide (1) - 185pts<br />     1 XV104 Riptide: Ion accelerator,Twin-linked smart missile system<br /> <br />   Strike Team (10) - 90pts    <br />     10 Fire Warrior: Pulse rifle<br /> <br />   Strike Team (10) - 90pts    <br />     10 Fire Warrior: Pulse rifle<br /> <br />   Pathfinder Team (5) - 55pts<br />     5 Pathfinder: Pulse carbine and Markerlight<br /> <br />   XV88 Broadside Battlesuits (2) - 130pts<br />     2 Broadside Shas'ui: Twin-linked heavy rail rifle,Twin-linked smart missile system<br /> <br /> <br /> Thoughts? ]]></description>
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				<pubDate><![CDATA[Tue, 13 Dec 2016 13:09:47]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>Re:[1000] - Tau - First attempt ever!</title>
				<description><![CDATA[ It is a good list no doubt, would be quite hard hitting at "semi competitive" level. Only concern is, you might have used more elite slot than allowed, for the three suits units and a Riptide. Maybe move one of those into "battle suit body guard" ? Does that count as <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot? <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 13 Dec 2016 13:40:44]]> GMT</pubDate>
				<author><![CDATA[ Neophyte2012]]></author>
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				<title>[1000] - Tau - First attempt ever!</title>
				<description><![CDATA[ Good point, I always forget that Riptides are Elites and not <span class="glossaryitem" onmouseover='gp(57);'>HS</span>. Not sure how I'd go about shifting them around, as I believe that XV8 Bodyguards are still Elites choices? ]]></description>
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				<pubDate><![CDATA[Tue, 13 Dec 2016 17:46:06]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>[1000] - Tau - First attempt ever!</title>
				<description><![CDATA[ Any more comments?]]></description>
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				<pubDate><![CDATA[Wed, 14 Dec 2016 08:57:21]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>[1000] - Tau - First attempt ever!</title>
				<description><![CDATA[ heavy rail rifles are a sub-optimal loadout. For fun's sake, go right ahead, but if you are in a highly competitive environment, the high yield missile pods are better. And Early warning override on the riptide and/or broadsides are so good, they trigger entire hate threads, so take at your own peril.]]></description>
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				<pubDate><![CDATA[Wed, 14 Dec 2016 15:13:45]]> GMT</pubDate>
				<author><![CDATA[ pumaman1]]></author>
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				<title>Re:[1000] - Tau - First attempt ever!</title>
				<description><![CDATA[ If you run the list as a Hunter Cadre then you can get around the restrictions.<br /> <br /> You would need the Commander<br /> <br /> 0-1 units of bodyguards (here is where you could try to still get your three units of suits, but it would be worth 10 more points)<br /> <br /> Then you bring the riptide and the two units of suits.<br /> <br /> You would need three units of fire warriors, but you can just split up one of your units of 10. <br /> <br /> The broadsides are a heavy support and you have the pathfinders as your fast attack.<br /> <br /> You get the bonus of plus one <span class="glossaryitem" onmouseover='gp(14);'>BS</span> when three units target the same unit (does not need to actually be able to shoot them although this is highly debated). Plus all the other rules you get from the Hunter Cadre. It is a great list at 1000 points as it is good <span class="glossaryitem" onmouseover='gp(308);'>MSU</span>, which means lots of threats your opponent will have to deal with. ]]></description>
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				<pubDate><![CDATA[Wed, 14 Dec 2016 20:44:30]]> GMT</pubDate>
				<author><![CDATA[ WraithKnightRises]]></author>
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				<title>[1000] - Tau - First attempt ever!</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/811fc52b7269890f783a47309e7daf6c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/710936/9075178.page"><b>Valkyrie wrote:</b></a><br/>1 Commander: Crisis battlesuit,2 Plasma rifles,Drone controller,Neuroweb System Jammer<br /> 2 MV7 Marker Drone: Markerlight</div></blockquote>Hard to go wrong with a Commander, they are our best <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> overall.  You might think of giving him a little more protection, Iridium Armor goes a long way with a bonus to Toughness and a 2+ save.  If he is in a unit of Bodyguards he can Look Out automatically against something that is AP2.  Stimulant Injector is also excellent for the price.  Consider his role too, it looks like you have him in a squad of Crisis Suits with Burst Cannons, Fusion Blasters and Markerlights for his Drone Controller.  That seems a little bit all over the place.  The Burst Cannons are close range light infantry killers, and the fusion blasters are our serious anti-armor.  You have a Target Lock on the Fusion guy which is perfect, but both are short ranged, so they would probably want to Deepstrike to get into range without exposing the unit to Shooting or Assault while closing on the targets of choice. These two types of targets would need to be very close together or one part of this squad is wasting it's firepower. Also the Markerlights want to be on the field asap. They are a huge force multiplier for the Tau, and they have a great Range, so (unless your opponent can take them out from across the board on top of Turn 1) you raelly don't want them stuck in Reserves until turn 4, if you roll poorly. Missile Pods and Markerlights have the same range, and tend to work well in the same squad, Plasma Rifles are a good option too.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/811fc52b7269890f783a47309e7daf6c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/710936/9075178.page"><b>Valkyrie wrote:</b></a><br/>1 Crisis Shas'ui: 2 Fusion blasters<br /> 1 Crisis Shas'ui: 2 Fusion blasters</div></blockquote>Often referred to as "Suicide Fusion", this loadout is fun and effective. If you ever have some points left to spend, giving them one Fusion Blaster and one Twin Linked Fusion Blaster each can help them operate with a little more Markerlight independence.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/811fc52b7269890f783a47309e7daf6c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/710936/9075178.page"><b>Valkyrie wrote:</b></a><br/>2 Crisis Shas'ui: 2 Burst cannons<br /> 1 Crisis Shas'ui: 2 Fusion blasters,Target lock<br /> 3 MV7 Marker Drone: Markerlight</div></blockquote>Again, maybe focus the squads battlefield role, or give yourself a little more leeway with range restrictions on the weapon systems. <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/811fc52b7269890f783a47309e7daf6c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/710936/9075178.page"><b>Valkyrie wrote:</b></a><br/>1 XV104 Riptide: Ion accelerator,Twin-linked smart missile system</div></blockquote>Give this guy Interceptor. You won't regret it. Many people give their Riptide a Stimulant Injector, but it's pricy. I tend not to, but with one big guy for the enemy to focus on, it may work well here.  Usually if my opponents are shooting at a Riptide, I have already lost, because they have taken apart all my other units. Riptides will usually under perform without proper Markerlight support. Never pass up the Interceptor on these guys, though. It's just too cheap to miss out on.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/811fc52b7269890f783a47309e7daf6c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/710936/9075178.page"><b>Valkyrie wrote:</b></a><br/>10 Fire Warrior: Pulse rifle<br /> 10 Fire Warrior: Pulse rifle</div></blockquote>Our infantry has big pros and cons.  The firepower these guys kick out is great. Sprinkle in a few Markerlights and when everything hits in double tap, you will drown things in wounds.  <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> is an issue though, because with only T3 they tend to take wounds as easily as they dish them out. Ethereals help greatly with this problem, and are cheap while also letting Fire Warriors triple tap at 15". They are also fragile, and you need to be careful with them too.  <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/811fc52b7269890f783a47309e7daf6c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/710936/9075178.page"><b>Valkyrie wrote:</b></a><br/>5 Pathfinder: Pulse carbine and Markerlight</div></blockquote>I have nothing good to say about Pathfinders.  I hate them.  They are immobile, flimsy, prone to breaking, and every enemies first target.  In a Ranged Support Cadre, where they get Infiltrate and Shrouded, and their Marker hits count as double; they're good.  On their own, I'd rather take Marker Drones or Tetras.  I have a huge bias toward this unit, I may not be the best person to talk about these terrible, worthless, point wasters.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/811fc52b7269890f783a47309e7daf6c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/710936/9075178.page"><b>Valkyrie wrote:</b></a><br/>2 Broadside Shas'ui: Twin-linked heavy rail rifle,Twin-linked smart missile system</div></blockquote>The Rail Rifle looks great right?  It better, because that's the best thing about it. The missile Pods are kings on the Broadside, and a huge asset if you are just beginning Tau and want a backstop unit that you can rely on.  They don't need Markerlights to be effective (but get even better with them), and are super reliable for Interceptor.  There are some great conversion pics out there, where people have found ways to make the Missile loadout not look so awkward, and it's not hard. <br /> <br /> Overall this is a good foundation to start Tau with.  It has a little bit of everything, and will let you find out what aspects of their game you find the most fun.  I think that the Tau really shine when you find a "style" of Tau that fits your tactics, then develop a strategy for them.  The aforementioned Hunter Contingent would work great with this list, and keep the amount of Markers you need to a minimum, while giving the infantry you want to take a further role as fire support. I have frequently used Snap Firing Fire Warriors or Kroot (who had Gone to Ground or rallied) to get two other units the +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> from Coordinated Firepower. They don't have to be able to hurt it to make themselves useful.  You could also look into the Farsight Enclaves <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> to alleviate your Elite issue; it would make Crisis Suits into a Troop choice.  Sorry for being so longwinded, hope something here helps!]]></description>
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				<pubDate><![CDATA[Wed, 14 Dec 2016 22:05:43]]> GMT</pubDate>
				<author><![CDATA[ Plainshow]]></author>
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