Welcome to Librarium Online!
Hey guys, it's me again, Professor Curly. The semi-mad scientist has been doing some thinking, and I've realized that the local shop that I play at is doing something that takes a lot of the fun out of the game. Instead of all of us just making all-round good lists and then playing we create a list for each game and each opponent, 'tailoring' basically. There is some randomness to it, since we don't actually know the type of army the enemy is playing, but it makes things seem unbalanced and weird. So here is my attempt at making a well balanced Tau list, a 'all comers' type deal.
Shas'El - 97 pts
Shas'El - 97 pts
Firewarriors x12 - 215 pts
Kroot x10 - 94
Kroot x 10 -70
Hammerhead Gungship - 130
Hammerhead Gunship - 165
Broadside Battlesuits x2 - 160
TACTICS & EXPLANATION
The dual Helios Shas'Els have really always come through for me. I love using them as 'pingers', jumping them out of cover then blasting a unit 24' away with their Plasma then jumping back and waiting for them to close the distance into Rapid Fire range, terrain permitting. They've yet to let me down (Not even I can roll three ones more than once or twice a game), and they've had moments of such glory I started writing fluff for them again, such as when they completely DECIMATED a unit of Chaos Terminators and the Lord that was with them. There is only one opponent at which they don't shine, and that is the Necrons, and even during my Necron Crusade (A string of several games where it was always me and an ally vs two necron players; a thousand points per player) they proved to be worth their extremely efficient 194 pts.
DF mounted Firewarriors - What can I say, I love my Fish of Fury. Even the players that have seen me do it underestimate it's potentially devastating results, and having another peice of armor running around the field for tank shock purposes never hurt.
Kroot - They've been the bane of Necrons, Orcs, and every other opponent that has learned not to fear the Tau Greenskins (I painted my Kroot green; My story is they ate so many Orcs that they eventually acquired their green skin. The orc player at the shop was not pleased, but hey. I thought it was funny). Surprisingly resilient as long as they have cover, they are a bargain unit. They aren't exceptional, but two squads of infiltrators always makes the other player think twice. By the way, should I stay with the two groups or beef up one group with kroot hounds?
Ah, the heavy support. The make-or-break point of a Tau army, in my humble opinion. I have selected the three basic heavy support choices, though I am wavering on my Broadsides. But I'll discuss that below.
Railhead - In almost every game this thing has been the last thing standing (Except for Necrons and the occasionaly heavy Carnifex Tyranid army), and it's railgun has earned the awe and fear it deserves. It's template alone took out six devastators over several turns, surviving all the return Lascannon fire without a dent until they finally got a lucky glance on it. An obvious choice.
Ionhead - ...Sadly, the Railhead does not offer the anti-meq output of the ionhead, something I've found invaluable against marines and necrons. Taking out one or two units a turn with a template simply can't deal enough damage quickly enough to those stubborn MEQ squads. It can pump a Destroyer full of ion or it can rip apart a Space Marine squad. It's even capable of delivering some good damage against the side/rear armor of tanks if needed (I ALMOST took out a Lemon Russ by running around to the side... I got two fives and a four, when all I needed was a six... Sigh... It's side armor is 13 isn't it?). A solid tank, all things considered.
Broadsides - Now here is where things get shaky. The way I have it configured here, they only cost five points less than another Railhead. However, what I need from this unit can't be given by a Hammerhead, which is a good volume of hitting rail shots. Granted, the unit is not going to last long on it's own and it is restricting have to almost be static to give them enough protection, and even then almost anything and everything with AP2 or better will insta-kill them. However, the current army configuration gives 3 rail-shots a turn; Theoretically enough to take down a Monolith with some degree of certainty and putting out enough wounds along with the Shas'Els to take down Monstrous Creatures. I'm open to suggestions here, and would love to hear any and all help you can give.
I play rather aggressively most of the time; Fish of Furies are my trademark, and I don't try to get at the outer limit of Rapid Fire range. I'm right in your face, and blasting you. In fact, I may try Fish of Furying after a Tank Shock just to see how it'd work. It'd certainly be cool, regardless (unless it died during the tank shock).
This isn't to say I won't stand back and play a more subtle game. I'll exploit every weakness an enemy has, and if that includes taking a while to move across the board then I'll blast them and laugh as I run away. But I like to settle things in a rather unusual manner for a Tau player. I'm not afraid of standing five inches from a brood of Genestealers or Librarians, and it really throws people for a loop.
Well anyway, any advice on this list or advice in general about building an all-round good (I guess you could say Tourney) list would be greatly appreciated.
For the Greater Good!
Shas'El Mont'Ein D'ran-
As you wish.I'd recommend a Shas'ui upgrade here, as the added Leadership will be very beneficial. Have you considered using the "Warfish" setup? If you get the points, I suggest you try it out sometime. Throw a SMS on the Devilfish along with a Targeting Array and a Multitracker, and voila - 7 high strength shots, four of which not needing an LOS, and for a reasonably cheap points cost.Originally Posted by ProfessorCurlyIs there something special in your first Kroot squad? If not, you've got 24 extra points, as it should be identical to your second.Originally Posted by ProfessorCurly
Heavy Support-Decent, but most people will tell you that the Railgun is much better. I'm torn between the two, but I find that the Railgun's ordnance template will kill just as many MEQs as the Ion Cannon - which is a maximum of three - because it can hit over three MEQs if your enemy crowds them together. However, you should try this out and see how it does - it isn't a horrible weapon, by any means, and it is cheaper than the Railgun.Originally Posted by ProfessorCurlyLooking good. For both this and the one above, you might consider Target Locks... there've been times when I could wipe out three different squads, and used the Ion Cannon/Railgun on one, and a single Burst Cannon on the other two. Very fun.Originally Posted by ProfessorCurlyThese guys seem like they will be left behind by the rest of your force, which can either move 12" or will be infiltrating ahead of the main force. You don't really need the TA, I don't think - you already have a fair chance of hitting, especially with two - so I'd recommend the AS system so that they can move around and hunt the tanks trying to get out of their LOS, expecting them to be stationary.Originally Posted by ProfessorCurly
Overall, a fair list, though using a few more Kroot than I normally see used these days. I like the number of vehicles - very comfortable for 1000 points - and you have more than enough anti-tank. I think it'll do pretty well, especially if you know how to use each element effectively. :yes:
Yes, I have thought about the Warfish. That is 'the tank' of our local 500 pt games. Not really, the eldar have me beat most of the time, but it's pretty good regardless. However, I didn't use it here because I thought I didn't have enough points. I'll look again.
I'll try the upgrade to Shas'ui if I can, again, find the points.
That first group of Kroot originally had 4 Kroot Hounds with it, but I took those out and didn't change the pt cost.
I'll add up the points again, and thanks for the feedback!