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I built a K of grounded Tau. What do you think?
Shaso - Fusion/Missile/Shield
4 Stealth Suits - Vre - Markerlight target Locked
3 Crisis - Fusion/Plasma/Multi
12 Fire Warriors - 3 Carbines, Ui - Target Locked Markerlight, 2 Gun Drones
11 Kroot - Shaper, Improved Save (and Leadership )
2 Broadside - Plasma/Shields
Something like that. The flexibility is in the battlesuits, discounting the Broadsides. The Kroot always perform fantastically for me, and the only problem I have is that I cannot generate very many shots to deal with Tyranids.. although there is only 1 Tyranid player where I am. Hows the list?
2H - LEGIO HYDRA
Fistly, the army is illegal, I will get to that later.
This army list has broken every single rule in the 'army list for newbies' guide, bar one. This guide doesn't exist, but basically, everyone will tell you the same things. I would give it a 2/10 for competetiveness.
Your shas'o should not be a tank hunter, you should have a plasma rifle instead of the fusion blaster, or instead of the missile pod. You also need to give him a hardwired multitracker, which costs another 10pts, so he can shoot both weapons. A shield generator isn't all that bad, but many find it useless, depending on how you play.
The only rule you didn't break, is that you have an even number of stealths. Bravo. Now, get rid of all the upgrades, stealths should be 120pts or 180pts, that's it (4 or 6 stealths).
Crisis suits should be alone if possible, and in 2's at worst. In 1k pts, you should only have 3 crisis suits at the most, and this includes commanders. Their configuration isn't that bad, but it's not that good either. You are better off with twinlinked plasma rifles and target locks.
Don't give fire warriors pulse carbines, they are bad. Don't give markerlights to fire warriors, they are bad. Don't give your sfire warrior shas'ui 2 items from the armour, that is illegal, and therefore bad.
Don't give small units of kroot an armour save or shas'ui. In fact, don't use anything but a 70pt unit of kroot and you're fine.
The broadsides are interesting, and in other army lists would be ok, but in this one you've gone too much overkill on the low AP. I would also suggest 2 shield drones instead so it can't die if facing a lascannon pred or land raider, as drones take the hit as long as there are at least as many drones as broadsides.
You should also have the broadsides in 2 units.
I get your list at 985pts.
Wow, Onlainari summed it up nicely.
Also, with all the pts you save, I also sujest droping 1 Broadside and picking up a Hammerhead. Which will really shine against Tyranids, as the Hammerhead is pretty good at surviving, plus the Submunition round will blow all the ugly tyranids away!
Alos make sure that next time you follow the rules stating how to word your Thread titles for the Army list Forums
I really like your ideas, and thanks for pointing out some tricks I was overstepping. I've been playing 40k for a long time but this is my first run and stumble with Tau. Mostly I'm going for a themed army, a ground force. Heres me:
Shas'o - I see your point in removing the Multi-Tracker, it is very expensive and the weapons probably don't complement eachother. I use the Fusion Blaster for Characters, especially the local Nurgle. For 20 points I figured the survivability of the Commander was important enough, just in case I make a mistake in movement and leave myself in a bad situation.
Stealth Suits - The reason I took the Markerlight is for the Crisis Suits. The Plasma fire is very nice when it hits correctly. However, if I twin link the Plasma on the Crisis, I don't need the Markerlights. Very good point, leaves me more flexibility in maneauvering. Do you have any tips for useful Stealth Suits? I often find they just **** around on the battlefield until something assaults them. Not to say their shots don't make a difference, it's just that I feel I need to be more cunning with them. Kauyon style or w/e.
Crisis Suits - Twin-linking the plasma is a good idea. Why only 3 Crisis Suits in 1k? They cost nottalotta and their firepower is well-applied. I'm thinking of doing 2 teams of 2 Crisis, with Plasma twins on one team, and perhaps Missiles (?) on the other team.
Fire Warriors - I have to admit, the Carbines were definately for looks . I used them because paired with the Drones I could usually force a Pinning test on a Space Marine squad that strayed too near. Thanks for pointing out the "only one HW system" rule. I'll keep the drones I think...with the 3 Carbines, cause 3 out of 12 isn't that much of a loss of firepower in a game so small.
Kroot - OK, whether you agree with me or not, I can't take off the Improved Save. Not for the save, not for the Shaper, but for the Leadership. These Kroot are important because they represent the only part of the army that actually desires to enter Close Combat. I swear by the Kroot, and I swear by Leadership, so that I won't change. Losing them is too much of a burden, especially over a mere 32 points.
Broadsides - Brilliant idea about the Shield Drones. Not only do I get the I. Save, but if I fail the disc dies, especially important against double strength weapons. I'll deploy these bad boys way back so only the big guns can reach them, too, so the drone extinction goes slow. Beautiful idea thank you.
- I'll re-write the list and post it when I get it done. Thanks a lot guys!
2H - LEGIO HYDRA
Firstly, I said your shas'o should have a multitracker, and either plasma rifle missile pod, or plasma rifle fusion blaster. And I said if you really want the shield generator (you should try some games with it and some without), it costs 25pts, because the multitracker becomes hardwired and costs 5pts more.
Secondly, the way to use stealths is to never, ever, ever rely on their stealth armour, it stop them from being hit but distant heavy weaponry, but doesn't do anything against units it can shoot. I think you should learn how to use them yourself, but remember this, the first priority is to keep them alive, shooting other units comes afterwards.
Crisis suits are too expensive and basically, they kinda suck for their points. They are however necessary, thus you take as little as possible. I've got 2 in 1000-1500k. Lists with lots of crisis suits might look good on paper, and the player behind the list can say how good it is all they want, but in the end they don't win as often.
Trust me, players have been playing tau in th edition for a long time now, thousands of games. The concensus is that pulse carbines, and markerlights, are not a good idea on fire warriors. And a markerlight on stealths is even worse.
Heh, don't try to argue the better leadership. You haven't played with kroot, you have completely misunderstood them. Kroot are shooters, not combat units. They're better than fire warriors when in range. The only problem is that they die so easily. The only reason people don't take lots of units of kroot, even though they are better shooters than tau, is that there is only so much cover to stick them in.
Just to push the point further, 140pts of 2o kroot do better against guardsmen and marines in combat than 141pts of 15 kroot with ld8. The 140pt unit also beats the 141pt unit. The only time the leadership becomes useful is if you have a -2 modifier.
Not a problem about the gun drones. In practice, broadsides are hit with weapons that are S6 or higher anyway, thus a T3 unit doesn't really matter.
Just to toss out one point, and I admit that this is totally up for debate.
For high strength, low AP weapons, Tau options, ranked from best to worst, are:
Railhead; Broadside with shield generator; Broadside without shield generator; Crisis suit with fusion blaster [s].
Railhead is best because it has superb range and survivability.
Broadside w/shield is next because it has suberb range, tremendous accuracy, and moderate survivability.
Broadside w/o shield is next because, while it has range and power, it is not that tough to instakill. Armies with lascannons will rock unshielded broadsides.
Fusion blasters are the worst because of their low range. If used in an armor-busting role, the Crisis suit must get close to units that typically have speed and long-range weapons. J-S-J only helps here if terrain is favorable. If used against 2+ save units, like terminators, the Crisis suit must get close, will only negate the save of one target, and will not be able to jump out of the advance + fire range of assault weapons unless terrain is favorable.
The upshot of this is that, because Tau have so many high S, low AP options that beat fusion, Crisis suits should be configured to deal with things railguns cannot handle well. Blasting Power Armor is one task that is perfect for XV8s, as is Transport hunting. If you have railheads and/or broadsides in your list, plasma/missile pods are a much more useful XV8 loadout than plas/fusion.
Yeah I re-wrote the Crisis and I have 3:
Twin Plasma, Target Lock
Twin Plasma, Target Lock
Flamer, 2 Gun Drones, 1 Gun Drone
I don't need the markerlights now. I upped the Kroot to 14 strong. I gave the Broadsides 2 Shield Drones each, and seperated them. I have 4 Stealth Suits with no upgrades now. Finally, I Bonded the Fire Warriors with the last points before I hit 1000.
2H - LEGIO HYDRA
Ah lol I knew that would confuse people . Its two Drone Controllers, each taking a Hard Point. One has 2 Gun Drones attached to it, and the other just has 1.
Thanks for the compliment
2H - LEGIO HYDRA