Here's what I play when I use my Tau
1700 point Commander Farsight Enclave
Commander Farsight HQ
Bodyguards x2 1 with TL missile pod and 1 with TL burst cannon each with target locks
Fire Warrior squad x2 Each with 10 pulse rifles and 2 pulse carbines, the squad leader is equipped with a hard-wired target lick. All are equipped with EMP and photon grenades and are bonded
Stealth team x 5 models. Leader with hard-wired target lock. All are bonded
Pathfinders x6 models Emp and photon grenades and bonded. Leader has hard-wired target lock. The Devilfish has targeting array and 1 seeker missile.
Hammerhead gunship with railgun. Targeting array,multi-tracker,target lock and 1 seeker missile.
Broadside Battle suit x 1 with target locks and bonded
Using the VDR rules I built 2 light scouts, each with 3 seeker missiles and a burst cannon. These are assigned one to each Fire Warrior squad specificly for the marker lights on the squad leaders weapon, and after all missiles are fired it can move in and act as close support with its burst cannon. Armor is 10 all around
Total point cost is 1691.
So far I've had pretty good luck. One other guy here plays Tau and he has yet to beat this force.
"Every day above ground is a good day"
I would have to disagree with keeping the Kroot, unless a Greater Demon is really weak in CC(I'm not sure). The Kroot aren't very good at CC themselves compared to most of the other armies. Other than that, they are basically body shields :wink: .Think of it this way: Tyranid Termagaunts are pretty useless as the army is mainly CC. So why would they want to try to specialize in shooting? That's pretty much the same concept that's happening here IMO, vice versa. As for the Orks, I believe they have a pretty bad armor save so a Sub. Railgun should take em out pretty nicely
That is, if you're far enough away from the opposing army to take em out. If not, well...
Anyways, this is what I use for my army (currently 998 pts.):
Shas'o: Plasma Rifle, Missile Pod, Shield, 2 Shield Drones, Multi-Tracker.
Bodyguard 1: 2x Plasma Rifle, Shield, 1 Shield Drone
Bodyguard 2: 2x Missile Pod, Shield, 1 Shield Drone
2 Teams of 6 Fire Warriors (No leaders, No bonding knife !!! )
1 Team of 2 XV88's: Shields on both, leader has 2 Shield Drones
Hammerhead: Sub. Railgun, 2x Burst Cannon, Decoy Launcher
Hammerhead: Ion Cannon, 2x Burst Cannon, Decoy Launcher
Keep in mind this is just my preference, I haven't had played much to know how good it is. (My friend has a kickin ass Eldar army. Either that or everyone else we play with all suck. He has an 8-0 record!! Next time I battle, I'll choose to fight his Tyranids and mow em down before they can CC me )
Well you could use Broadsides as short range brawlers - just upgrade the TL Smart Missiles with TL Plasma Rifles and you have a model that can give and take a beating - the plasma rifles WILL hurt terminators, and the TL railguns, well I shan't go into that - but asides from that, no, they don't. The Tau don't like getting up close and personal.
For a Tau army:
- Its good to have crisis suits, heh, after all they are wut ur commanders are in
- Tau Firewarriors may not be strong, but u cant doubt their s5 ap5 weapons
- Rail guns are one of the landmark weapons of Tau, they should be included in your army, whether it may be thru broadsides or hammerheads
Thats how I use my army regularly in small battles...
I wouldn't overlook kroot, as they have what are essentially boltguns (better than a lasgun!) and count as having 2 close combat weapons. They also get great cover saves in forests because of their fieldcraft rule. You can also use them to screen your suits and firewarriors from enemy fire. I also recommend broadsides over hammerheads just because their railguns are twin linked and tau BS for some reason isn't too hot which I find strange for such a shooty bunch. They also get smart missiles which are amazingly cool.
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