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With new descussion of mechanized Tau, it made my old army list look like crap. SO here's my shot at a Mechanized Tau army list. I used Broadsides instead of a Hammerhead because I thought their extra firepower would be useful at this low of points. I also thought drones better that 3 stealth suits because: Despite having fewer shots, the drones' twin-linked makes up for this, plus their pinning can futher help me to dominate the movement phase, and having more wounds is always good, since they're gunna be deep striking. C&C welcome. Any advice on my battlesuit configurations would be great too.
TL Fusion Blasters
3 Crisis Suits------------------------------------183
12 Fire Warriors--------------------------------200
12 Fire Warriors--------------------------------200
Hard Wired Target Lock
First off, the broadsides gotta go. They just don't tend to cut it in a mech army... too unmobile. Railheads do the job much better. Secondly, make the commander a Shas'o for the BS5 (hit on 2+), and then make one of the fusion blasters a plasma rifle and give him a multitracker instead of a gen, he's got 3+ Sv anyway. The latter is really your preference, but I prefer it so.
Two squads of FW in devilfish is good. With the drones I'm hoping you're planning on surrounding the Shas'o with them, because that's a wonderful tactic.
Now gimme a nickel >_>
Gloria Imperator, The Firstborn Stand!
- 2000pts Inquisition, 2000pts Vostroyans, 3000pts Vampire Counts, 1400pts Daemons, [WIP] 2500pts Death Guard
If its a Mech list your going for Broadsides dont fit, they are not mobile and will cripple your mobility because you will need to defend them, so my advice lose them and get a HH with railgun, Burst cannons, Multi and decoys 165pts, this will really help your list perform.Originally Posted by Bubbaganoosh
Lose the twin linked fusion with the points saved by losing the BS teams give your Shas,El fusion/plasma and a multi tracker, the El does not need twin linking with BS4 and your severley limiting his usefullness, one shot at 12" not good with the Plasma Fusion and Multi he will have 3 high strentgh low AP shots at 12" much better.
Then give all 3 of the XV8,s a missile pod in 1000pt games MP are usefull and will extend your effective range to a min of 24" and max 36" with STR7 shots for MP much better than Burst cannons, now listen to this burst cannons on XV8 = hanging offence or castration LOL, do not do it dude.
Also use the 3 suits as lone (monat) suits 1 for each elite slot, they work much much better this way than as a team (XV8 teams also = no).
Make the drone squad 8 strong and use them as a bodyguard for your Shas'El (see the new use for drone thread for advice on the circular formation tactic it rocks)
Give your fire warriors a shas'ui and the DF decoys.
I have changed the list to reflect the changes and it only totals 969 points, so you could either give your Shas a shield gen but if you use the drone squad to protect him he wont need it, or upgrade him to a Shas'O for 25pts extra (well worth it) for 994 points and give the HH a disruption pod for 999pts
Ok, I agree with you on the Broadsides, though it does make my army lack anti armour firepower. This is why I had the Shas'el the way he is. I was planning on deepstriking him in and taking out a couple of tanks before he was destroyed. Plasma rifle does not make sence because it is too low strength. Gun drones do not make sence because they are useless vs anything with AV11 or more, and sence it is a suicide mission the upgrade to Shas'O is just giving my opponent VPs. Mabie it would be worth it for a missile pod.
And yeah, I forgot to add Decoy Launchers, thanks
Why would I give the Hammerhead decoy launchers? Immobalized is better than armament destroyed, or, of course, completely destroyed.
As for the BCs into Missile Pods, it is a good idea, but I like the look and feel of the Burst Cannon, plus I've already converted one with a BC. Ill think about it.
Plus, what is the defensave wapon option for the Hammerhead?
Last edited by Bubbaganoosh; January 19th, 2006 at 03:05.
A few points on your lists and thoughts.
1. This is not the place for an army list thread, this is a disscusion board, not the army list thread. Cast your eyes to the top of the page and see that thread called Tau Army Lists. Next time put your stuff there.
2. At 1000 pts how much armor are you planning on running into? Your lone Hammerhead will be more than enough versus anything but the most extream lists.
3. A Helios configured HQ is awsome. It's vicious versus anything with 2+ armor saves AND can take down armor. This goes back to point two, at 1000pts your not gonna be fighting that much armor that your gonna need a suicide unit to do it.
4. Definetly take each of your Crisis Monet style at that level, they'll rock the bad guys hard and be a lot more difficult to kill as they'll have to split their shots to take the suits down.
5. Burst cannons are very questionable on Crisis. We have Stealths for that and they only cost 30 points per and they have some aswome abilities. For Tau our Crisis are our only platform for mounting versatile heavy wepons like the fusion, plasma, and Missle Pod. Few things can be a bigger waste than using your Crisis to dish out the same damage as you FW's or Steaths can do for less, except maybe mounting flamers.....then we'd have to flame you.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
because the hammerhead will be moving over 6" a turn to keep off penetrating hits and when u suffer an immobilized on a skimmer when moving over 6" you're destroyed.Originally Posted by Bubbaganoosh
2000pts Orks 4-2-1
1 you dont need that much armour killing in 1000pts and the Shas,o with the 3 XV8's and HH is plenty, more than enough.Originally Posted by Bubbaganoosh
2 The drones are not meant for armour killing they are meant to keep your Shas alive so he can kill the armour (check the thread i mentioned for how to do this) this also answers your point about Victory points for the Shas'O with the drone squad in 1000pts especialy your opponent wil not be able to even hit the Shas'O so he wont get VP,s With the improved BS and the drone squad protecting him he will be able to kill tanks and pretty much reamain untouchable. You say you want to deny your opponent VP's for the Shas'O and then your sending a Shas'El in on a suicide mission (bit contradictory) you never want to send your best unit on suicide missions.
The look and feel of BC is irrelevent, they have no place on an XV8, with the MP and Plasma your getting 3 to 4 STR 6/7 shots a turn at a better AP, wounding on 2+ and the range is extended so is the range of opponents you can hurt, what benefits do BC's have that make them worth taking over MP and Plasma?
Decoys are a must.
If I attach my commander to a unit of drones, then can I deep strike as a single unit while they are attached?
you should drop both shas'ui upgrades on your fire warriors squads,for mech FW they won't his ld upgrade much.i would also suggest you make your 3 crisis plasma,fusion multi and make them solobecause in a 1000 point game they will cause your opponent headaches,he most likely won't have many things to kill them with.thats my 2 cent
-A tau, dark eldar and slaanesh csm player
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