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Discussion Starter · #1 ·
Ok, I play Tyranids, and have an army over 1500pts. I'm very good with them, and really enjoy using them. However, they are pretty much single minded as far as tactics go..... get into h2h, and kill everything. So I wanna try an EXACT opposite type of army...... a shooty army, but I want it to be fast. What better choice then Tau. I borrowed a friend of mine's codex, and heres what I came up with.

Tau 1000pts Army

.: HQ ::

Ethereal (1) 50pts
(50pts)

.: ELITES ::

Stealth Team (4) 120pts, 10pts shas'vre, 2pts dc, 20pts gun drones(2).
(147pts)

.: TROOPS ::

Firewarriors (11) 110pts, 10pts bonded.
(120pts)

Firewarriors (11) 110pts, 10pts bonded.
(120pts)

Firewarriors (11) 110pts, 10pts bonded.
(120pts)

.: FAST ATTACK ::

Gun Drones (8) 96pts.
(96pts)

.: HEAVY SUPPORT ::

Broadsides (2) 140pts, 5(2)pts multi-tracker, 5pts leader, 7pts HW target lock.
(157pts)

.: TRANSPORTS ::

Devilfish (1) 80pts, 5pts targeting array, 5pts decoy launchers.
(90pts)

Devilfish (1) 80pts, 5pts targeting array, 5pts decoy launchers.
(90pts)


So, what do yall think? Anything that could be improved, or shouldn't be taken at all? BTW, I know there are no kroot..... I hate the kroot, they should be better at what they are designed to do. I also found that Crisis suits are overpriced (pts-wise) for what u get (although I love the way they look).
 

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you'll seriously regret not taking any crisis suits, they do horrible things to marines and vehicles and aren't that expensive; the six inch assault move is absolutely holy

the gun drones are a good idea as they're nasty and not too expensive

i'd also leave one of the devilfish at home, i don't think i've ever moved my fire warriors more than 12 or 18 inches in any one game, they outrange most units as it is and you want to keep them out of h2h
 

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take a shas'o for commander!!! no ethereal!
then buy ALOT of crissis!!!
well when i se it i'll just say your army sucks! (sorry)
but yea i think it sucks!
I can make up an army about 1000 pts if you like...
E-mail: [email protected]

:a :a :a :a :a
 

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Originally posted by christian@Oct 31 2003, 08:37
take a shas'o for commander!!! no ethereal!
then buy ALOT of crissis!!!
well when i se it i'll just say your army sucks! (sorry)
but yea i think it sucks!
I can make up an army about 1000 pts if you like...
E-mail: [email protected]

:a :a :a :a :a
Dude give the guy a break, this was his first attempt at making a Tau army. He wanted a fast one, but i agree with getting rid of one or two devilfishes. Also the squad you use the devil fishs for give half the squad pulse carbines, this way you rush this kill acouple lock the unit and then rush back. I Like using pathfinders in a fast tau army give three rail rifles and all emp grenades they do wonders! They work on every unit, tank good armor save troops, and the rest that dont have rail rifle can alow your broadsides to hit on a 2+ with reroll to hit nothing stands up to that.
 

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Discussion Starter · #5 ·
Ok, i don't know what yall got against ethereals, but they are good. They can be used to make your own troops get outta h2h, which is very important against h2h armies. Also, i decided to ditch the devilfishes and throw in 2 crisis suits, max out my 3 squads of firewarriors, and add 1 more stealth suit.

Tau 1000pts Army

.: HQ ::

Ethereal (1) 50pts
(50pts)

.: ELITES ::

Stealth Team (5) 150pts, 10pts shas'vre, 2pts dc, 20pts gun drones(2).
(177pts)

Crisis Team (1) 30pts, 16pts plasma rifle, 14pts missile pod, 5pts multi-tracker.
(65pts)

Crisis Team (1) 30pts, 16pts plasma rifle, 14pts missile pod, 5pts multi-tracker.
(65pts)

.: TROOPS ::

Firewarriors (12) 120pts, 10pts bonded.
(130pts)

Firewarriors (12) 120pts, 10pts bonded.
(130pts)

Firewarriors (12) 120pts, 10pts bonded.
(130pts)

.: FAST ATTACK ::

Gun Drones (8) 96pts.
(96pts)

.: HEAVY SUPPORT ::

Broadside (2) 140pts, 5(2)pts multi-tracker, 5pts leader, 7pts HW target lock.
(157pts)


So theres the revised list, anythin else guys?
 

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Originally posted by Onion@Oct 31 2003, 14:01
I'd reduce some more of the FW squads to get another crisis. They're SO good.
Defffintaly one more crisis, because if one of you crisis gets killed thats 50% casualties(God i love that band) also its a good thing to bond the suits both crisis and stealth.
 

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Discussion Starter · #8 ·
The crisis suits are in separate squads..... so 2 squads of 1. This lets me send them to diff parts of the battlefield, and not worry about them fallin back.... they'll either be killin stuff, or they'll be dead.

You'll also notice the broadsides can fire at diff targets from one another (target lock), which means they can typacally take-out 2 tanks a turn, and lay down a barrage of fire at anything the gets close.
 

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As they said, more crisis.

You said you wanted fast and maneuverable, well that's the crisis/stealth suits. Those firewarriors, (without carbines), are practically pinned to their deployment spot. If you move em, you give up 18" in shooting range for that turn.

Granted, if you play a weak armor army, (with 5+ saves), all those firewarriors will lay down a serious hail of fire, but they wont be mobile.

I think your broadsides should be in seperate units, (can be placed apart to cover different avenues of fire that way, not to mention that you would no longer need the points for the target lock).

If you want speed... I think you should cut out the drone unit, add some crisis, then add drones to the crisis units. (at the expense of firewarriors, probably)

Then, a thought on kroot:

Kroot are pretty good if there are forests around. As for CC, well yes they're not the best in CC, but they get 2 attacks and a two handed rapid fire rifle, not too shabby. What really counts though, is their field craft, *and* their hounds. So, now that you've empited out your fast attack by dropping the drones, take as many hounds as you can with a squad of kroot. Get the shaper, the +1 save, and hide em near some woods. Then, when the enemy gets near you can move freely through the forest to charge at em with a whole lot of hounds in front. Hounds are a good CC value imo, I heartily reccomend em.
 

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i'd recomend dropping one of the squads of firewarriors for some gun drones, either 2 squads of 6 or 2 squads of 5; their 6" assault move and ability to cause pinning makes them very nasty
 

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Why take a squad of 5 drones? That sounds like folly to me, (as your leadership will drop as soon as you take 2 casualties).

If you're going to take drone squads, I recommend always taking the max.
 
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