Tau army list, any thoughts?
#1
Posted 22 September 2013 - 06:38 PM
HQ:
Commander- Flamer (token gesture weapon), Multi-spectrum Sensor Suite, Command and Control Node, Neuroweb System Jammer
Elites:
XV 104 "Riptide"-Heavy Burst Cannon, Stimulent Injector, Twin-linked Fusion Blaster
XV 104 "Riptide"-Ion Accelerator, Stimulent Injector, Twin-linked Smart Missile System
XV 104 "Riptide"-Ion Accelerator, Stimulent Injector, Twin-linked Smart Missile System
Troops:
Fire Warrior Team- 9 Shas'la
Fire Warrior Team- 9 Shas'la
Fire Warrior Team- 9 Shas'la
Fire Warrior Team- 9 Shas'la
Fast Attack:
Pathfinder Team- 6 Shas'la
Pathfinder Team- 6 Shas'la
Heavy Support:
Hammerhead Gunship- Submunition Rounds, Twin-linked Burst Cannon
Hammerhead Gunship- Submunition Rounds, Twin-linked Burst Cannon
As far as a "standard" deployment I figure that each side would be a fire base of one XV 104, Hammerhead, Pathfinder team, then two Firewarrior teams. Although I suppose they could form up in one large gun line as well, but would be to suceptible to artillery and deep strike. As for the commander and the third XV 104, they will either act as floaters or just go die awesomely or disrupt the enemy formation sufficiently to keep my fire bases un-molested longer.
By no means is this a tournament list, but would like some thoughts on it, my gaming group has a fair number of Space Marine (loyal and chaos) so I was wondering your thoughts as to the balance, because I would rather not just have to gear totally against marines.
#2
Posted 22 September 2013 - 06:49 PM
Deep strike isn't a problem for castled Tau. They generally can't assault right after, so you can just mow them down up close.
Keeping the commander stuck with the Riptide's not a bad move, though you could drop the flamer and the Neuroweb for iridium armour and shield/ FNP and just make him a bullet sponge/ Riptide buff. I just don't see the flamer doing much TBH.
As for deployment, don't script out where you're putting stuff. React to how your opponent deploys if you have that option. Against MEQs, The Hammerhead blast is largely meh. Might be better off keeping one with Longstrike in another and just tank hunting with it. Just throwing suggestions out there really.
As a list it's fine, though I still recommend Shas'Ui in the Fire Warrior squads.
My experience comes from my very successful blob guard list.
You need your head examined - CruciasNZ
Authrix stop making me spill things on my laptop with what you post - Pony
I cannot oblige Pony.
#3
Posted 22 September 2013 - 07:27 PM
#4
Posted 22 September 2013 - 07:48 PM
Four Shas'Ui would be 40 points. If you can drop another 10 from that you get an Ethereal for the 12" LD 10 bubble (Which is brilliant, BTW) as well as his element every turn. That's the main problem for the list. Some sniper fire and they're gonna be sat down not doing much. Maybe drop FNP from one of the Riptides?
If it was me, I'd drop One Riptide Stim Injector, both Submunitions blasts and the Flamer, an add in an Ethereal. Run the Commander with the FNPless Riptide to offset the loss. The Firewarriors now have access to a 6+ FNP, an extra shot at half range, the ability to run and fire snapshots, or stubborn, as well as that nice 12" LD10 bubble. Your Hammerheads are now better off hunting tanks as a pair, but can still put some hurt on infantry. I can't say I've tried them with this configuration, so YMMV with them. However, I can tell you that an average hit on an MEQ squad will only net around .33 of a marine per shot, assuming they've used unit coherency to their advantage.
It's your army so obviously you're free to do as you wish, but I really recommend running an Ethereal, or putting Shas'Ui in squads so your warriors stay around to shoot.
You need your head examined - CruciasNZ
Authrix stop making me spill things on my laptop with what you post - Pony
I cannot oblige Pony.
#5
Posted 22 September 2013 - 09:00 PM
As far as the hammerheads, dropping sub. rounds, and the Flamer go abit of the way towards recouping points, and dropping the Heavy Burst Cannon riptide, could probably use all those points for Shas'ui.
What about some pulse accelerator drones for the pathfinder teams? That would go a ways towards countering snipers and some heavy weapons teams.
#6
Posted 22 September 2013 - 10:24 PM
You don't need to drop an entire riptide to put in Shas'Ui; just the Stim injector and the Commander's flamer will be enough points for it. Drop the submunitions to take an Ethereal instead of the Shas'Ui - you don't need both for the list to work well. The Ethereal gives you more, but you'll have to hide him from barrage sniping.
As for painting one up, Farsight *did* have some Ethereals around before he went renegade... seems reasonable enough to me.
The Farsight supplement is due a hardback release in October by the way. Runnin' Crisis Teams e'rry day XD
You need your head examined - CruciasNZ
Authrix stop making me spill things on my laptop with what you post - Pony
I cannot oblige Pony.
#7
Posted 22 September 2013 - 10:53 PM
#8
Posted 23 September 2013 - 02:40 AM
I think you need to drop a riptide as well, you have too many big things. Consider a flyer and/or Stealth Team, Skyray (markerlights ftw) and the forgeworld XV9 suits (with the pie plate guns, phased ion blaster? - 6" range 48 st 6 ap5, can have 2)
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