Welcome to Librarium Online!
Just a question I'd like to ask before going up from 500 pts to 1000.
Really, it depends on who your playing against, what their list contains and the size of the table. I'm not really a fan of 1000 point games against some armies though.
In a 1000 point game, the devilfish is, in my opinion, expensive to take for sake of having another transport. However, if your opponent has faster units, it may end up being worth it in the end. It also has the benefit of speeding Fire Warriors onto objectives, and giving them some protection while there. To get this devilfish, you take it from the Pathfinders.
I think that at this point range, Kroot are a good friend. Decent shooter and assaulter with infiltrate! I pretend the infiltrate ability is like have time frozen while you magically move your Kroot and Stealth teams up the field. If you infiltrate them, you don't have to spend all that time moving them up. It also distracts some enemies enough to give you time to bring your other units up the field and into range.
My platform is RL, you'd be surprised at the quality of the graphics!
Personally, and many others seem inclined to agree, I don't think of Tau as a gunline army. Yes, we have such lovely long ranged weapons, and yes, we can make a very nice gunline... for the first couple of turns. But standing there, pumping fire into an approaching army while taking fire in return seems better suited for the Imperial Guard. Also with such lovely things as outflank, deepstrikes, and fleet, sometimes you just feel like having, if not all, at least the majority of your army* equipped with means to stay just out of reach.
*The term army doesn't include kroot, as mercenaries, while a valued member of our force, still infuriatingly refuse to accept the greater good. So for the greater good let them hide in the trees. Means the rest of the troops won't need to see them enjoying lunch.
At 1000 points, 18 firewarriors may be more useful to you than 10 firewarriors and a devilfish, but myself, I prefer giving those 10 firewarriors the means to evade big nasty things with crude choppy things than hope that 18 firewarriors will be able to frag them in two turns.
(Bit more interesting too, I'd say, than just shooting up his models in your shooting phase, he moves forward, repeat until you find out whether you shot up enough.)
In my experiences (which encompass my own playing Tau, and a friend of mine playing Tau), mech or hybrid lists tend to do a better job in most situations than a static list. I typically play a mech/hybrid list, and my friend tends to play a static list (lots of Fire Warriors and Broadsides). I win most of the time, and he doesn't (at least, when he comes up against the couple guys in our gaming group... so of course, he changed armies to CSM!).
Most static gunlines will be able to outgun a Tau gunline due to increased range/more firepower/heavy weapons. Take your average Imperial Guard army; most of their weapons are 36" and higher range, whereas the vast majority of the Tau gunline only have a 30" range and don't stand up well to incoming fire (barely better than a Guardsman, in fact... 4+ armour saves aren't that fantastic, contrary to popular belief).
I think you're, in most (but of course not all) cases, better off with a mech or hybrid list.
Tau require mobility to be the most competitive. A gunline essentially needs to hold its ground to succeed, and Tau are terrible at holding and keeping ground. According the codex, the Tau are rarely interested in territory when they take the battlefield. The battle tactics fluff in the codex are actually pretty accurate for how to succeed with this army.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
Tau were more of a gunline army in 4th edition as it took the enemy at least 4 turns to get to you, and you could easily take objectives with your crisis and stealthsuit units, at the same time our transports werent as good in 4th because we couldnt use the pathfinders fish for our fire warriors and the DP wasnt anywhere near as great.
Ive found that with 5th Edition everything above has been changed, as in the enemy is in your face by turn 2 and usually charging by turn 3, some even on turn 2 (or if you take shrike a land raider and termies Turn 1). Our elites choices can no longer take objectives, and our transports are absolutely great with a DP and the pathfinders DF works for all our troops now.
Gunline Tau are far less viable to take in 5th than 4th because of the many disadvantages that came with it. Yes we did get some great rules like TLoS, but run was a massive "Nob" Punch for gunline.
Where as Mechanized is fast with a 4+ cover outside of 12 which is absolutely great making protection of your fire warriors far far easier.
But if you can make gunline work go ahead, ive got to do my list again so i can have a game of 40k once in awhile
One of the main reasons for leaving was the missions are plain ass now
Kroots are such awsome objective holders!!! That is unless your facing marines with whirlwinds....
I totally kicked a imperial guard guy on Sunday with my mobility, totally destroyed his left flank and stole the objective deep in his deployment area!
Hey by the way hentai can you speak correctly, I know its difficult as i speak alot like that as well but it makes a big difference to the forums