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Hi all, Im a long time player, ive played many systems and im a serious vet from the chaos forum. I like the looks of tau and id like to, in the future, try my hand at these shooty machines of doom.
Im aiming for a 2000 point list and i definately want a fast shooty list.
Im dead set on
2 units of 12 fire warriors in DF 200 each
2 Hammerheads with railgun SMS MT TL 175 each
2 broadsides 1 with DC 2SD 175
This leaves 1075 points for lots of crisis goodness. Im tempted by pathfinders, kroot and vespids too. Pathfinders are high up on the list as I like the marker lights.
For my crisis suits i was thinking of two squads of two with PR and BC the other with PR MP.
What leaders should i have and what weapon systems?
Welcome to the forums.
First, your devilfish squads will cost 215 points, as you will be taking Decoy Launchers and a Multi-Tracker(the MT being for Fish of Fury[Search the Forum]). But these troops seem solid, and are in fact what I use.
The same goes for your tanks. A MT is almost necessary, and DLs are necessary.
SMS? I'm not a fan of these, because I think that the points would be better suited elsewhere. Burst Cannons are fine, and are even better close up. But this is a preference thing.
The Broadsides are good, as you will need their extra railguns to supplement the hammerheads. This way, you will have more railguns than enemy heavy tanks, which is a good thing.
I would give them Advanced Stabilization System, so they can move and shoot, and make one a team leader with the shield drones. Only a little more expensive, but totally worth it IMO.
I'm going to say one thing, and I don't mean to be rude, but I really want you to do well, and in order to do so you need to NOT TAKE BURST CANNONS ON CRISIS SUITS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Seriously, you would be better with a squad of 6 stealth suits, no upgrades. You will fall in love with these boys and their immunity from long range death, and their awesome anti-horde abilities.
Now, for the actual layouts, I would take a squad of Deathrains suits. 2 or 3, your choice. They are equipped with TL Missile Pods and Targeting Arrays. These boys will just eat through enemy rhinos and chimeras, freeing up your railguns to go after higher priority targets. These boys are also good against enemy monstrous creatures and even regular squads. They also rock against bikes.
Next, a squad of fireknives are excellent. They have Plasma Rifles, Missile Pods, and Multi-Trackers.
They can go against enemy enemy and whittle them down.
For a Commander, a simple Shas'El with Targeting Array has the same BS as a Shas'O, but for cheaper. I tend to make mine have a Plasma Rifle and Fusion Blaster, but that is because I already converted him and there is no way I am going to un-convert him. But a Shas'El with Plasma Rifle, Missile Pods, and Targeting Array is excellent. It is better to not take a body guard (until you get into really high points games) or gun drone controller, as you want your IC to maintain his or her IC status.
Vespids and Ethereals are a big no-no. Vespids are very fragile, lack JSJ, have short ranged guns, and only average 3 dead marines a turn. They rock in kill-team, but not much else.
Next: Piranhas. I use one, and he does last turn objective/table quarter grabbing. I give him a fusuion blaster, and I use his gundrones as extra drones from the start. He had saved my game more times than I care to recount. I wouldn't really recommend more than 2 per squad, unless you want your army to shift towards piranhas, as they become hard to hide.
Two of these are nice.
I have some pathfinders, but have never used them. They just don't fit with my personal style of play. Rikimaru or Israfel would be better suited for helping you out with pathfinders.
Kroot are good, kroot hounds are great. I like a squad of 10, with 6 hounds. These boys, when parked in the woods, are flippin excellent at killing, surviving, and being a pain. They also stop enemy infiltrators from taking important terrain pieces. Stealth teams are also good at this.
Gun Drone squads are cheap and very effective. A deep striking gun drone squad can really destroy rear armor, especially Falcons, Dreadnoughts, Leman Russes, and pretty much anything short of landraiders and monoliths. They are also great for breakthrough missions. I love these bad boys, and take 2 full squads at 1750 points.
Skyrays are nice, but I don't like sacrificing my hammerhead for one. Maybe in Apocalypse.
I hope I helped.
Things to remember:
Take a squad of stealths.
Don't underestimate gundrones, because your opponents will.
Turtles are for the Turtle God.
Take out fast units first, as they pose the biggest threat to your army.
Especially look out for bikes, as they negate some advantages a Tau army has: Its speed and high strength basic weaponry, as well as its skimmers survivability.
Last edited by LittleBlueMan; January 5th, 2008 at 11:18.
Turtles For the Turtle God!
Shells For the Shell Throne!
How i love pathfinders... A squad of 8 Marker lights? Yes please! But the down side to them is target priority checks. They will be the first target of anyone, as after one game your opponent will realize how much damage they can do and will blow them apart with everything they have first turn.
So, if you decide to take them, i highly recommend taking a unit of fire warriors dedicated to forcing the TP checks (sitting in front of them), and be sure to give the pathfinders a bonding knife.
One of the other advantages is the pathfinders devilfish. With the deep strike thingie it has on it (re roll scatter (i think)) it becomes handy if you plan on deep striking anything. I rarely use my devilfish for moving my pathfinders as i tend to shoot them rather then move.
Ok, now, onto Crisis Suits.
I agree with the crazy turtle lover (aka Little Blue Man). Burst cannons belong on stealth suits, cheaper and harder to shoot. That being said, i have had a bad run with my "Fireknife" suits in the past (low BS = Lots of misses) so unless you have a marker light source (ie: Pathfinders or a Skyray) then i would be cautious of putting so many points into a unit that misses with 1/2 its shots.
Ill not use vespid or etherals then. Im looking at 2 units of 2 fireknives and 6 stelath suits. Should i use marker drones with the stealths?
I want to use some pathfinders as 8 marker lights rocks. how does this effect the scout move? can i move them in the fish and deploy for it? or can they only move on foot?
Ill change the fish around and add decoy to the HH. Im going to keep sms as i think it will help against enemy infantry while keeping out of sight.
Should i use TL with broadsides?
Most of the advise you received is quite sound, but no Burst Cannons (BC) on a crisis configuration is a little biased in my opinion. Throw in some Missile Pods (MP) with BC’s and you have yourself the Firestorm, which make’s one of the three most tactically flexible crisis configurations. The other two configurations are Fireknife’s and Deathrain’s. Fireknife’s (MP/PR/MT) have been a mainstay with the Tau due to their flexibility but they are pricy and underperform most of the time. Deathrains (TLMP/what ever floats your boat) are the indoctrination of what Tau is good at, range and mobility.
As a tip I suggest worrying about crisis last since they can practically fill in any gaps in your list.
Littlebluemans summarization of HQ’s works well on a basic level but Crisis commanders can do a lot more if you are willing to spend a little more.
My advice to you is to do a lot more research on Tau before you buy anything past the staples, because they have so many options at their disposal.
“I needed some advice really on what to use and what not.” - danjones87
Asking what to and what not to use is a very broad question, and will differ from person to person. I myself think FW’s and PF are horrible units because they pack on a lot of non scoring points, are a weak scoring units to being with, and statistically make 1.332 Meq kill's a turn; however, you will find that some think they are the cats meow.
To make it easyer for you to decide on how to go about on bilding you list here are the styles and themes tau has to offer: Mech, mobile infantry, hybrid, static; and these are the themes within each style to play from: specialized, take-all-comers, and purist.
I am sure Mech and Mobile Infantry have you a little confused so here is the article defining what Mobile Infantry is about. http://advancedtautactica.com/viewtopic.php?t=5525
I hope the style choice and theme selections make it easier for you to build you list, look forward to it.
You could make a usable suit with the MP and BC, but why would you need to? Between the firewarriors, stealth suits, and gun drones (and also sub shots from the hammerhead) you have all the anti-horde shots you'll ever need. None of those options (except a fusion on the stealths, which isn't a good idea) allow you to get what a crisis can offer with plasma.
Again, I'm not saying the Firestorm isn't a good suit, but the role that the BC fills on it is already filled by other things that can't do what a suit with plasma can do.
I'll leave the discussion of the Warfish to other members who have used the thing. Basically, it involves uber-equipping your required and un-necessary devilfish into a medium tank through the use of SMS and other upgrades.
I'm glad to help.
On aside, I agree with xbanditsx.
Also, sliver and spec.ops raise interesting points, although I would point out that target priority checks are easy to bypass with the standard high leadership and the pathfinders scout role. Also, stealths can't force them, so you are left with kroot for this tactic. Not bad, just not my choice.
Turtles For the Turtle God!
Shells For the Shell Throne!