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Hi there. I have been playing 40k for a couple of years now and recently wanted to start a tau army. Starting out with a 750 point army, which will escalate into higher point armies in the near future. I play at my local GW store, so I will be facing all kinds of different armies. (Hence the list must be competitive against GEQ, MEQ, TEQ, mechanized and so on...)
I've added a brief description to each unit, so none of my picks are randomly chosen :-)
HQ: Shas'el with airbursting fragmentation projector, twin-linked missile pods and hard-wired multi-tracker -> 93 points
(deathrain setup with the option of taking out hordes of low armoured units)
Elite: 2x XV8 both armed with fusion blaster, plasma rifle and multi-tracker -> 124 points (putting these 2 battlesuits with the helios setup in same group, so they will gain better benefit from markerligths... 6 shots that hits and wounds space marines on 2+)
10x fire warriors with pulse rifles -> 100 points
(jumps into pathfinder´s devilfish in turn 1 and swoops to the nearest objective)
6x fire warriors with pulse rifles -> 60 points
6x fire warriors with pulse rifles -> 60 points
6x pathfinders -> 72 points
(will hand over the devilfish to 1 firewarrior team and stay back and do markerlight support)
Devilfish with gun drones and disruption pods -> 85 points
(because it belongs to the pathfinder squad it gains the marker beacon speciel rule so I can use more reliable deepstrike with my XV8s)
Hammerhead gunship with railgun, burst cannons and disruption pods -> 155 points
(either horde destroyer or tankhunter, with markerlights it comes up to BS 5)
total: 749 points
Quick note!!! Before you start flaming me for taking disruption pods and NOT taking decoy launchers, I can say that it is on purpose.
- Disruption pods always makes your vehicles count as being in cover unless they're within 12" of the enemy (and they shouldn't be)
- Decoy launchers only works on a glancing hit with immobalized result (hence only 16,6% chance this will occur if its a glacing hit, besides, if my hammerhead trades a weapon destroyed for immobalized I will be a lot more furious since it's whole purpose is to fire it's main gun) prove me wrong, but even for 5 points I think decoy launchers are wasted garbage.
Thank you for reading through my list, comments and criticism is most welcome
no one use's decoy launchers since 5ed came out for the exact reasons you just described, however disruption pods are now mandatory for all our vehicles.
Firstly if i was you i wouldnt bother with pathfinders untill you hit 1000pts, swap them out for more guns, no use upping BS if you dont have that many weapons to boost......however if you do decide to keep them lose the grenade launcher off your HQ, you have a much better large blast on your hammerhead, coupled with markers you can basically use it the same as.
Secondly you have no blocking units, ie kroot, pirahna, extra devilfish at a squeeze, so grab some asap!!!
the only other thing i would say is find 10pts to buy a multi-tracker for your hammerhead, dont under-estimate just how useful it is to move 12" and shoot that S10 beast!!!
other than that its an alright list
I have just a few suggestions here.
I agree with starfire, except I think that the PFs are a necessity any time.
Also, maybe make your Elites PR+MP, that way you don't have to worry about getting assaulted.
Other than that, it looks pretty good, although I think you need at least 1 more XV8, a piranha, and some kroot, with less FWs in your list.
Tau Empire: We never stop hiding from you
Thanks for your reply guys, I appreciate it!
I've looked through your suggestions for increasing the effectiveness of my army list. And If you don't mind I just have a few notes for "defending" my list.
- pathfinders are only 2 points more expensive than a regular fire warrior / model, and eventhough they're not scoring units they all come with a markerlights... so eventhough they might not be at their full potential at 750 points I will still keep them because they open up a lot of options for my army and makes my battlesuits hit and wound marines on 2+ with no saves.
- I agree with you on getting a blocking unit to keep enemies from charging my FW's for as we all know, fire warriors are DEAD if they get caught in any close combat... but I just can't find the points for it. My battlesuits are my only answer to MEQ and TEQ as well as vehicles (so I can't skip any of those) I need at least 1 warrior squad as compulsory and a transport for my pathfinders. And I just don't like the idea of changing the remaining fire warriors for kroot and this is why:
Eventhough kroot got an impressive 2 attacks, 4 WS and 4 S for only 7 points I just don't think they're worth it (I know I will offend a lot of people by saying kroot are crap ) but kroot are worse at shooting than fire warriors and they do NOT work as an anvil unit because of their non-existing save... they are of course alright if they got cover, but that simply just limits your options and makes it too static (in my opinion, I know this is a matter of taste) As for close combat they're not that great either.... they can't shoot before a charge because of rapid fire rules, and when they charge you will end up losing half your squad before you strike because they're toughness 3, initiative 3 and no save. If you charge space marines, they're gonna rip your kroot apart before they even get to strike. An average ork boy for 6 points is cheaper and more effective in close combat, a fire warrior is better at shooting and works better for soaking up enemy shots in the shooting phase. Therefore I can't find a place for kroot. I would rather have NO close combat units than have a unit that only gets the job half done. (Dunno if any of this makes sense to you guys, but it is just to clarify that my lack of kroot is not because I havn't thought of them).
- the reason why I got Helios setup instead of fireknife is because; Helios is more effective against MEQ and TEQ as well as heavily armoured vehicles than fireknives. (I know they're hard to use because they're gonna get into close encounters, so you might be right about the fire knives... if the helios fails then I will swap them over since they're the same point cost).
- One thing I gotta agree with you on is the multi-tracker... I should've taken that 1 for my hammerhead to make it more versatile and mobile (will trade 1 fire warrior for this). I will also agree with you on the lack of another blocking unit but I just can't find the points for it! and kroot does not work as an anvil unit in my opinion. They might work as counter charge if my warriors are stuck in CC, but I'm not gonna waste points to save already lost models (thats like buying photon grenades!)
Either ways, thanks for your replies! I appreciate it. Hope you don't feel like I butchered your suggestions.