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Thread: 900pt Tau fleet

  1. #1
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    900pt Tau fleet

    Merchant (standard configuration)
    Superior hull
    -Orca
    -Orca

    Merchant (standard configuration)
    Superior hull
    -Orca
    -Orca

    Merchant (Dal'yth configuration)
    Superior hull

    Hero (standard configuration)

    Defender (4)

    Kor'el (goes with hero)
    Aun'el

    Total: 895

    The defenders are grouped as one unit and go with the hero while the orca's and merchants all stay together. Well everything would stay together given that Tau ships have low strength weapons but the defenders and hero would be the striking section of this fleet.

    So what do you all think of it?


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  3. #2
    Airborne Mastershake's Avatar
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    Id advise using an explorer (torpedoe variant) if you have one (actually you kinda have to include one if your flett is over 750 pts) as they give you alot of ordinance and can take a good bit more damage than merchants.

    Also, defenders are kinda expensive for what you get, you might wanna consider another Hero instead.
    Blais's Paint Studio-Getting broken armies good soft scores since 2009

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    Son of LO darkreever's Avatar
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    I don't know shake, I mean ya the fleet does need a battleship for being over 750 but by dropping the defenders this list loses a lot of mobility and extra firepower.

    Though unless the defenders are dropped this list won't see anything smaller than 1125. (The loss of the defenders puts this below 950 but your still scrapping half the escorts.)

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    900 is a weird value... is this building into a 1, 1.5, or 2k force?

    Definetly get the Explorer in there, I'd like to see what you move around to put it in before I judge too much.

    I agree with Mastershake on Heroes trumping Defenders
    {I've always considered the usefullness of 1 hero to be greater then it's 4 defender equivilant, you're short 2 torpedoes but up 2 attack craft, and you get better range for essentially equal firepower, not to mention 6 frontal armor on a ship in a fleet that can at times spend a LONG time facing it's foe}, and you won't lose too much manuverability by switching.
    The Tau list doesn't really have manuverability compared to almost every other fleet anyway, and Heroes and Defenders are same speed and same turning after all. I mean sure he has to move a bit more as a required move going from escort to cruiser but again, with this fleet it's not like he was going to dance on the heads of pins anyway.

    Now Merchants with the hull upgrade. That intrigues me. You may be the only person I know whom I've ever seen use those, and actually, you're the first person I've seen use more then 2 merchants in a list {and that was in a 2k fleet I played once}. Generally the Tau strengths are seen as Ordinance, followed by Ordinance, and ended with, well, Ordinance. To some extent I see you as almost going for a ghetto gunline, while your ships suck they're Dirt Cheap. {Which I like... hehe maybe a little unfluffy for Tau but let me know how it goes, it could be damned effective and it is so very outside the box!}.

    If you don't mind me asking though, how do you plan on getting around the abysmal speed of the Merchants? Specifically when they're at arms against fleets like Dark Eldar {to whom Tau are one of the only fleets they can do as well as Eldar against}, or MSM Eldar of either type? Or perhaps worse, a Chaos player who can match you in range and beat you in speed and durability?
    I could see this as your one issue, especially against torp heavy eldar fleets or Chaos players who can fearfully utilize their better speed, equal range (edit along with grammer: BETTER range in some cases), and own attack craft strength. Thought at this point value, I think it's the pointy eared ones you need concern yourself with more. Even with the nice range and arc on your WBs in a Tau fleet, your main ship present here, the Merchant, is just such easy prey for them.

    Then again, isn't that what Brace for Impact was made for? :-)

    Anyway. Throw that Explorer in and let us see again. And flush out those tactics more for us if you can, this list really has me thinking about it because it's one of the few themes I can honestly say I haven't played against.
    Last edited by BFGMidwesternPrisoner; December 20th, 2006 at 09:40. Reason: grammer round one

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    OK then, I'll just remake the fleet:

    Explorer (Bor'kan configuration)
    -Orca
    -Orca
    -Orca
    Kor'el and Aun'el
    380

    Merchant (Ke'lshan configuration)
    Superior hull
    -Orca
    -Orca
    170

    Merchant (Ke'lshan configuration)
    Superior hull
    -Orca
    -Orca
    170

    Hero (Vash'ya configuration)
    180

    Total: 900

    I lost the defenders and the third merchant but I think that explorer and three orca may help with the loss a little.

    (Not to far off with the number of ships either, eleven here to the previous twelve and I'm only using an extra five points more than the previous one.)

    This time the fleet has a much different fighting pattern with the merchants using the range of their guns to support the hero as it closes in to use all of its weapons, with the orca's of the escort and maybe one of the two merchants playing the part of bodyguard and follower. The escort would follow from behind the merchant's, where its larger launch bays would help it to play the part of the carrier while its own long range guns also help the hero.
    Last edited by scarab prince; December 20th, 2006 at 23:14.

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    Okay managed to get a post through the 'server busy' screen.

    Well first off it looks good, it's a legal list now, and again I'd like to hear how the Merchants do for you. One thing you could consider is too lose 2 orcas, changed the config of one merchant to the Ion Cannon variety, and then use the 50 pts to buy a Messenger. Not saying do that, just saying it's an option for equal points that would probably only require you buying one extra ship (the Messenger). Unless your opponent is REALLY WYSIWYG on your Merchants but I don't even know of any tournaments that even get that exacting on the two configs. It really comes down to how close you want to keep your fleet to maximize a Messengers usefullness, otherwise you're better with the extra bang of the Orcas.

    Let me try this. I'm gonna go grab my books and toss out a quick 900pt Eldar list, and tell me how you'd beat it with your fleet (We'll assume just a straight fight, though if you want to describe how you'd counter them in some scenarios, especially since they'll usually be attacker, that's fine too)...

    Lets see we'll give this hypothetical Eldar fleet...

    -Shadow Cruiser w/ Pirate Prince (2 rerolls)
    -Aurora L.Cruiser
    -Squadron Hemlocks x4
    -Squadron Nightshades x3
    -Squadron Nigthtshades x3

    Assume the Aurora is responsible for assisting the Shadow, and the escorts are acting like Elder escorts (IE hide in CP when possible, dart out, dart back for 'Shades, and maybe Escort hunting with the Hemlocks or aiding the cap ships)

    You've gotten your fleet, I've given you a hypothetical enemy... tell me what your plan would be.
    Last edited by BFGMidwesternPrisoner; December 20th, 2006 at 23:36. Reason: finishing

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    Oh for the love of Pete! Just hit the reply button and my internet decided not to work, exiting out of the page and losing all I had written before.

    Since I don't want to write all of that again I'll just go with this:

    My plan would be to take away one of the big advantages of the eldar (their speed) by trying to get my fleet to be deployed with the sun to their backs while forcing the eldar to play to my advantage (range, bombers, and torpedoe's with longer ranges and better manouverability.)

    I launch six bombers between the escort and hero, fourteen torpedoe's, sixteen railgun shots at 45cm range, and additional fourteen railgun shots at 30cm, and eleven ion cannon shots at 30cm. Range is my game, and by combining firepower as much as possible I am more than capable of using it as well as making sure trying to come close to my fleet is a mistake via the bombers and torpedoes (who can go behind the eldar ships, turn around, and hit them during their own ordanance phase when they try to move away.)

    My fleet is closer together, where the eldar here would be split to try and either take on two targets at once or goad me into splitting my own forces. (Something which a tau fleet should not do given the low strength of their weapons as is.)

    Of course my strategy above, for using my better range for some of my guns as well as my ordanance using the movement of the eldar against them, is completely dependant on either having the sun to my back or the sun to my face (which might actually be better, since the eldar would be slower running away) and not falling for something like splitting my fleet to engage some of the eldar ships rather than using the entire fleet to do that.

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    Can you do me a favor if you get time?

    Can you kick that fleet up to how you envision it in a 1k or 1.5k small campaign or 2k normal campaign form? You choose, though if you go with 2k I'll be able to reply faster.{I'm assuming where you play Tau are a BAttlefleet per book and not a Raiding fleet}.

    I'd like to compare it to some of my more recent lists, but it'd be easier on equal footing. Also don't forget to not bother with a commander... in most campaigns it's assigned to you not paid for.

    I'd kind of like to see where you go with it from here. I'm not saying I see this as overly strong, or somethign I can't beat... it's just... it's so refreshing! And in a non-cheesy way!

    If you could practice with this with some friends underwraps you could absolutely decimate people for no reason other then real practical play against a fleet like this is so uncommon as to be almost non-existent. A Demirugless, Explorer/Hero light Tau fleet.

    It is so well themed to fluff too. I admit my own Tau fleet, which is about 90% purchased but only like 15% painted, is totally min/maxed. I almost feel GUILTY looking at my list next to yours.

    And the thing is, I could see your list performing admirably if played well too.

    One thing I like is, in many campaigns you have to live with not getting your whole fleet in each scenario, but with your Tau list, you'd be able to have so much more flexability in what went into every type of engagement since your ships are so individually cheap.

    Also... since as a Tau on the defense you'd often have 1 free orbital as the defender, how would you rig up an Orbital if you were allowed ONE? (ie one central node and 4 side nodes of choice).
    Last edited by BFGMidwesternPrisoner; December 27th, 2006 at 18:38.

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