Second Sphere

Wargames => Warhammer 40k => Warhammer 40,000 Army Lists => Topic started by: CoffeeGrunt on January 06, 2014, 04:50:16 PM

Title: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 06, 2014, 04:50:16 PM
Evening, all!

This list has been an ongoing development over the last couple of months, getting the trial by fire at weekly mini-tournaments, and has slowly evolved into the form it's in now. I'm still debating whether to swap the Riptide for a pair of Plasma Crisis suits, and a Fusion Monat or pair. I could cover the cost of it by Twin-Linking the Fusion suits, but then I lose the durability and firepower of the Riptide, which is handy to have!

Any ideas on how to tweak this list are greatly appreciated.

Essentially the squads work as thus:

- Fireblade joins a Fire Warrior squad. They hold an Objective in my Deployment Zone, and put down tasty firepower. (24 Pulse rounds at 30 inches!)

- O'Vorcah joins the Crisis Team, so that everyone has Monster/Tank Hunters, as well as being Twin-Linked and Ignoring Cover. Vorcah stands up front and takes fire for the squad, protecting both the light-AT fire and the Markerlights.

- One Pathfinder squad Outflanks into the enemy deployment zone. Often there's only a token resistance here, so they can push on some long-range shooting, clear a home Objective, and get Linebreaker in the bargain. The other squad sets up in cover and does the usual Pathfinder thing.

-Riptide and IonHead are on squad-melting duty, with the Marker Drones and Pathfinders intended to support them primarily.

- The rest of the army does what you'd expect. Kroot Infiltrate and snipe on a midfield Objective, Fire Warriors play either offensively or defensively depending on how aggressive my opponent is. Piranhas are used for blocking, harassment, and intercepting tanks. 30" Turn 1 movement is great for spooky the opponent into shooting them up, and immunity to small arms fire from the front means it takes heavier firepower to do so.

HQ: 245
Shas'O Vorcah
Dual Missiles, Shield Generator, Target Lock
Iridium Armour, PEN

Cadre Fireblade

Troops: 314
12 Fire Warriors

12 Fire Warriors

14 Kroot,
Sniper Rounds

Fast Attack: 348
9 Pathfinders

9 Pathfinders

3 Piranhas
Fusion Blasters

Heavy Support: 141
Hammerhead
Ion Cannon, SMS
Disruption Pods, Blacksun Filter

Elites: 451
3 Crisis Suits
Shas'Vre, CnCN, MSSS, Drone Controller
Dual Missiles, Target Lock
Dual Missiles, Target Lock
6 Marker Drones

XV104 Riptide
Ion Acc, Fusion Blasters, EWO
Title: Re: [1500] All-Comers Tau List
Post by: The Man They Call Jayne on January 07, 2014, 01:03:03 AM
Seems reasonable all round. Nothing jumps out as glaringly bad. Personally I just dont like Piranahs, but thats me. And with and IonHead I always run Longstrike. BS5 and Overwatch against all viable targets is a beauty with AP3.

The riptide is great for drawing fire away from some of your squishier units to, it is worth keeping.
Title: Re: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 07, 2014, 09:30:41 AM
I personally love Piranhas, though that may mostly be for the look. They're great for harassment, though, and putting Turn 1 pressure on the opponent. Fusion Blasters make them a credible threat to valuable targets, and the Drones can be dropped off for harassment and protection.

I mainly use Longstrike in a Railhead for AT duties. I personally don't see my Hammerheads get charged much, and rarely use a gunline, so the chances of him even landing a hit with three shots at BS1. BS5 is nice, but I always use the large blast where possible, and at S7/8, his Tank Hunters trait doesn't seem to be well used with it.
Title: Re: [1500] All-Comers Tau List
Post by: The Man They Call Jayne on January 07, 2014, 11:32:59 AM
Even so, at -5 to scatter you are rarely going more than 2 inches off target and Tank Hunter makes the Ion Cannon lethal to light/medium armour. Also, depending on the enemy, Preferred Enemy IG gives you a hand against pesky Chimeras and Hellhounds.

Obviously thats just my preferance these days. If I have a Hammerhead, he is in it.
Title: Re: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 07, 2014, 01:34:12 PM
QuoteEven so, at -5 to scatter you are rarely going more than 2 inches off target and Tank Hunter makes the Ion Cannon lethal to light/medium armour.

Fair dues. I don't use the Ionhead against vehicles, though. That's what the Crisis Team with 8 BS3, 4 BS5, Twin-Linked, Ignores Cover, Tank Hunting Missile Pods are for. :P

I always buff my Ionheads up to BS6 where possible as well, to re-roll Gets Hot.
Title: Re: [1500] All-Comers Tau List
Post by: Chicop76 on January 07, 2014, 02:21:31 PM
Glad some one uses piranhas.  I had the original Forge World ones. Anyway due to their fast attack nature I used them as a vehicle deterrent.  I placed them behind los blocking terrain and just keep them there to keep landraiders and the like away. Now with extra fusion range they are much better. In my gaming group a free people argued about putting seekers on them. Doing that gives them long range options on top of the short range possibilities. 

I used to put seekers on the Piranhas due to moving 24" over vehicles and having troops use the missiles to rear hit vehicles.  Due to rule changes that tactic is no longer possible.  However the seeker is gold in 6th due to ignoring cover saves and jink saves, saves on marker lights.

I think every Tau army should run a Riptide or Broadside team. Personally I think they are equally good. To run with none of them it does take away from your army. The Riptide is one of the only models you have that can fire at 72". Your sides can do that as well, plus hammer head. However I think the tides smash attacks, durability,  and firing options make it too important not to take. Although I think taking 3 or more is actually stupid and takes away from your army, unless you are running like 100 kroot with them.

However I been taking suicide melta bombers to deal with armour that likes to hide or stay back. Initially I was taking two fusion guns on a crisis suit and deep strike him near x vehicle.  I felt that running two fusion was kinda expensive so I opted for twin instead. I use 1 elite suit and 1 body guard in this manner, so far this has helped out a lot. The extra fusion range gives you less of a mishap chance and have a higher chance of keeping you in fusion range, I almost never drift out of shooting range. Grant it your guys will die, but 42 points isn't a big loss, especially if it takes out a 200 plus model. I have debated on making teams of 2 with 4 gun drones where the meltas shoot one target and the gun drones shoot another.

I totally dropped my rail/ ion head. If I run ion head than I can run a Riptide which is better, the railhead just cost too much for a strength 10 shot. I rather run skyrays.  After many games with both configurations I just can't see taking the tank. The special character option for it is a huge point sink for the tank. It may work for you, but I see broadsides;, skyray,  or Riptides as a better option.

I been outflanking with my pathfinders and they do rather well. I have ran them with outflanking kroot and stealth suits with a unit sitting on the side 6" away to make sure all that come in on the side I want them to come in on. I find the 3 rail rifles and extra gun drones rather useful. I have debated on taking Darkstrider, but to do so would require me to run allies with Farsight.

Besides the ion head I like the list.
Title: Re: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 07, 2014, 04:23:15 PM
I'm tempted to put two Seekers each on my Piranhas, if only for the ability to smack something with 6 Krak Missiles Ignoring Cover and LoS on turn 1. However, 48pts for such a tactic just seems too high. It's a lot to pay for a one-use missile, IMO, even if it is better than the Loyalist H-K Missiles they get.

I agree that 1 Tide is just too useful not to take. Tri-Tide has always seemed stupid and boring to me, though, I'd never take it. I've tried Fusion suits before, and they rolled unluckily and failed me. I think I have a decent amount of AT as it is.

As far as the IonHead, I just don't like the Skyray or Broadsides that much. The latter two are too static for my liking, being forced to Snap-Fire if they move. Sure, I can put a lot of hurt down with 6 Seekers, but after that it's just a Hammerhead with no gun. I see at most 1 Flier a game, and even that is rare, so the Crisis team with MPs normally do fine tearing them out of the sky.

IonHead is also 60pts cheaper than the Riptide with Ion Acc, has +1 BS, but worse AP, granted. Plenty fine for melting Nid Warriors, Space Marines, etc, etc. It never takes it long to make its cost back, and with a 4+ Jink it's more durable than you'd think, especially against Lascannons. In order to Glance it, a Lascannon effectively is firing at a Toughness 9 target, with a 4+ Cover Save at all times to boot.

Sure, the Riptide will almost always beat it in terms of durability, but that cost difference stops it being an auto-take in the IonHead's place, IMO. That +1BS means one less Markerlight to get it where I want it, which is pretty valuable, IMO.

"I have debated on taking Darkstrider, but to do so would require me to run allies with Farsight."

I don't understand, he's available in both the Codex and the Supplement. You can field him in whatever.
Title: Re: [1500] All-Comers Tau List
Post by: Chicop76 on January 07, 2014, 06:08:26 PM
The problem is to me an Ethereal is an auto take, especially if you run a lot of fire warriors or kroot. Next is the support commander which works beautiful on target lock rail sides, I don't use missles sides, however I run missile drones as well, but seen a player use marker drones instead. My railsides with drones and buff commander by far is my best unit. They can possibly take out 4 units at a time and can take out 13 armour and below., the missile drones make up for not using the high yield and they have better range. All I have to do is stick this unit in the middle of the field and I can reach anything I want.

Next would be my Fireblade and Darkstrider.  I attach the Fireblade with two marker drones to my sniper team squad, got to love bs 5 all over, stealth, and splitfire.  If I take allies I can then field 3 HQs the two above and one of these two.

The rip tide and ion head debate is a good one. To instance the rip tide can drop strength 9 ordnance on a target if you wanted too or have 3 plus invulnerable saves. The hammerhead is as good as stealth suits, which means when you go against Tau what is a cover save. Also seeing that half the people in my area play Tau a cover save isn't really worth it anymore.
Title: Re: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 07, 2014, 08:00:16 PM
We have different metas, what works for me is different to what works for you. For example, I'm the only Tau player at my local.

I find Broadsides too slow and static. A few bolters will remove the Drones, then Lascannons will evaporate the 'Sides. I also don't like Support Commanders because it's a massive cost in points to make a single Broadside unit Ignore Cover and get Tank Hunters. We also play with LoS Blocking terrain, so mobility is a must for me.

Ethereals are nice but in order to maximise using them, you end up having to run a gunline that can be tedious for either person to play. I personally would attach one to the Sniper Drones, rather than a Fireblade. Especially as he's 10pts more expensive and you're not using his Volley Fire rule while he's in that squad.
Title: Re: [1500] All-Comers Tau List
Post by: Chicop76 on January 08, 2014, 12:34:07 AM
I put the support commander up front soaking up the hits to the squad. Depending on what is shooting at the squad I position the drones to take hits that can kill the sides or have the sides take the hits for the drones. I tend to gtg a lot with that squad which means they usually have a 2plus or 3 plus cover save, so far the worst punishment they have taken was from serpent spam eldar. Which at most I lost 3 drones, a side, and 3 wounds on my commander.  The marker support via skyray and pathfinders pretty much negates gtg or getting it as a warlord trait which I always love getting. In a lot of games people try to kill the tides and when the sides fire for one turn they than focus on the sides. I've played games where I barely lost anything,  gtg a lot helps, even Tau can't strip army wide cover saves.

My Ethereal usually hangs with my sides however to get him to push his aura up I have did the commander and drone Congo line from the sides when needed, that have pissed people off when they don't expect me to move up 6" so I can get a bunch of triple fire shots. 21" triple fire threat range due to simply moving up is nasty, 27" if you are jumping out off devilfish.  Anyway I keep the Ethereal near the drones, so I can triple sniper fire which is nasty, even nastier when my support commander joins them, I do that type of tactics vs nids, they can kill 2 MCs a turn due to splitfire.

No one really like me putting my Fireblade with my sniper drones. I hear the argument for a possible 4x rapid fire several times. However the splitfire fire on that unit makes it much better. Plus I have the option of not doing so, although so far I don't see why not. Also I typically set them up where I can light a few units which can't shoot me back while my drones jump over walls and back on the other side so no one can see them.

Also if I need to move my sides I can do so with marker support negating the snap shots.

We have a decent amount of los blocking terrain. That is why I run smart missiles,  another reason to take broadsides, skyrays, devilfish, and hammerhead.
Title: Re: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 08, 2014, 02:03:46 PM
It seems we both have very different playstyles. My problem with Broadsides is their lack of mobility, hence why they just don't see the table with me. I don't see how you're getting a 2+ Cover Save without Stealth/Shrouded, though.

I also don't like deliberately running tryhard lists to table people turn 2. It feels cheap and isn't fun for either of us.

QuoteMy Ethereal usually hangs with my sides however to get him to push his aura up I have did the commander and drone Congo line from the sides when needed

You know that you measure from the model, not the squad members, right? If you're just talking about moving the Ethereal up...that's pretty standard.

I don't find Split Fire that useful, personally, as it only lets one model do so, and needs a Leadership check as well.
Title: Re: [1500] All-Comers Tau List
Post by: Chicop76 on January 08, 2014, 05:44:49 PM
I have to re read splitfire,  but I thought it was leadership test and you choose which model fire separately from the squad. The upgrade target lock only allows one model with out a leadership test to fire separately from the unit.

I move ethereal while broadsides are standing still which causes arguments.

Try hard would be 3 riptides and 3 broadsides.  I have tabled in turn two before, but typically I go a full 6 turns. I find horde list just die rather badly against Tau and Marines do too, especially if they wipe out units in combat and left out in the open in rapid fire range.

If you are in ruin terrain that is also area terrain. We argue back and forth rather it is 2 plus or 3 plus. For house play it is agreed it is a two plus which I dont argue with. Also if you are on a fortification you can also get a 2 plus save if yougtg. Which make the skyshield rather good.
Title: Re: [1500] All-Comers Tau List
Post by: The Man They Call Jayne on January 09, 2014, 08:40:46 AM
If you are in a ruin that is area terrain it is a 4+ save. only a Fortification can give you a 3+ cover save without using Stealth or Shrouded. Coversaves do not stack or accumulate.
Title: Re: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 09, 2014, 09:35:35 AM
Ruins in Area Terrain give you two Cover Saves, one from the Ruin if it's blocking LoS, one from the Area Terrain. If it's the Ruin, it's a 4+, if it's the Area Terrain, it's a 5+.

If you G2G, both become a 3+ regardless of which you choose. You can't use the +2 to the Area Terrain save on the Ruins save.
Title: Re: [1500] All-Comers Tau List
Post by: Chicop76 on January 09, 2014, 12:18:59 PM
Gtg gives + 1 to cover saves. If you are in a fortification which gives +3 you will get a +2 for gtg.

The ruin is a bit up for debate.

If you are in area terrain you get a +5 cover save, gtg in area terrain gives you a plus two to your cover save which means you get a +3 cover save. Yes my Kroot get +2 cover saves in trees that have area terrain.

With the ruins you are getting + 4 for the ruins instead of the plus 5 from area. If you go to ground in area like always instead of getting a plus one you get a plus two to cover saves. Since you are getting +4 due to ruins you will be getting a +2 to your cover save.

Just for reference sake.

Pg. 18 main book covers the gtg and other cover saves you can get. No arguments there.
Pg. 91 in area terrain is where my cause comes to light. Look at the bottom left in bold print.

" ...Models that go to ground in area terrain receive +2 to their cover save, rather than +1."

Now the key part is when declaring terrain is to make sure that ruin terrain that is based whould be considered area or not. If it is not area than you are only getting +3 cover saves instead of +22.
Title: Re: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 09, 2014, 12:33:51 PM
The Cover Saves are two separate saves, you can't use the boost for Area Terrain saves on the Ruins save.

It's like a Hammerhead that moves behind a wall. From some directions, it will get a 5+ Jink, from others, it will get a 4+ from the wall. It would also have the option to take the 5+ Jink as well, but obviously, you roll the best possible Save. Two Cover Saves, one model.

I'm trying to find a blog article that explained this very well. You can't get a 2+ G2G without another factor adding to your Save. Whether you're using the Area Terrain save or the Ruins save, you get a 3+.
Title: Re: [1500] All-Comers Tau List
Post by: Chicop76 on January 09, 2014, 12:48:48 PM
Quote from: The Man They Call Jayne on January 09, 2014, 08:40:46 AM
If you are in a ruin that is area terrain it is a 4+ save. only a Fortification can give you a 3+ cover save without using Stealth or Shrouded. Coversaves do not stack or accumulate.

That's even worst when you through in invisibility.  Gtg in the open would net you a +3 cover save. Also if for example you have a stealth unit in area terrain that gtg that's easily a +2 cover save, great if that unit is pink horrors which will have a 're refillable +2 cover saves.

I don't think I play any game that I don't at least gtg once. I do it religiously with my Tau, used to do it all the time in 5th with my nids, until they made fearless unable to gtg. I do it with daemons, guard, marines, etc.

I am one of the rare people that uses focus fire which really helps against people like me. In 5th I used to have my gaunts in waves. My front row woukd have feel no pain and my back row would gtg. Which meant you either deal with the +4 NP gaunts or the + 3 Cover save gaunts behind them. Now it's +5 and 4+ respectively,  but at least I can snap fire in this edition,  not to mention I can give the back row invisibility which is sooo awesome,  +2 cover saves there, it makes devourers worth while, forces you to kill all the free gaunts first to get rid of the +2 cover save which numb the devourers up to a 4 plus, but if I gtg they will have a 3 plus, 2 plus if they in terrain without me gtg.

Gtg is better than slice bread. With Tau it's not a negative if you run enough marker lights. Tzeentch horrors it's crazy since they can shoot like normal since they use psychic powers.

However since people pick up my gtg tactics I have to deal with it as well. Which means I typically like using my Tau to negate cover saves.

Not saying you should gtg always with everything.  Just saying gtg kroot is like way cheaper than a terminator and have won me several games. I almost do backflips if I see trees woth area terrain.

@ coffee I see your point. That's why it's been back and forth. The argument is you are using the better 4 plus due to the ruin, but you still in area terrain.  If the plus two cover save said just to area terrain saves than their would be less arguments about it. The problem is that if you are in area terrain you get a general +2 to cover saves in general. Which means a plus two to the ruin save.

Title: Re: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 09, 2014, 01:58:29 PM
Quote@ coffee I see your point. That's why it's been back and forth. The argument is you are using the better 4 plus due to the ruin, but you still in area terrain.  If the plus two cover save said just to area terrain saves than their would be less arguments about it. The problem is that if you are in area terrain you get a general +2 to cover saves in general. Which means a plus two to the ruin save.

I'm going to move off this topic because I've said all I can about it.

Btw Stealth Suits get a 2+ Cover in any sort of Terrain, or even for standing behind another unit, due to Stealth/Shrouded giving them +3 to Cover Saves.
Title: Re: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 09, 2014, 04:02:31 PM
Further tweaked it.

Both Pathfinder squads are now 8 men. One extra Kroot added for 15 total. One Pathfinder squad that Outflanks now has EMP Grenades.

This gives me some surprise Anti-Tank in the list, in case it's needed. It'll be the first time I've used EMP Grenades, so we'll see how they go.
Title: Re: [1500] All-Comers Tau List
Post by: Chicop76 on January 09, 2014, 04:26:08 PM
Quote from: CoffeeGrunt on January 09, 2014, 04:02:31 PM
Further tweaked it.

Both Pathfinder squads are now 8 men. One extra Kroot added for 15 total. One Pathfinder squad that Outflanks now has EMP Grenades.

This gives me some surprise Anti-Tank in the list, in case it's needed. It'll be the first time I've used EMP Grenades, so we'll see how they go.

Like I said it's back and forth type argument.

I like the EMP grenades,  its like a wtf and not really an expected tactic and easily over looked. Especially if you hand over your list instead of announcing what they have. Hey if I give you a copy of my list it saves me time telling you every thing and if you are too lazy to read than oh well.

I know about stealth suits and putting support commander with them, nice unit that can have 4 marker drones and a sarge with a marker that can all shoot seperately from the suits if you wanted, the infiltrate and cover saves make it more appealing to me than the drone and commander formation, I am still waiting for someone to run a drone squad with twin bs 5 near an Ethereal which at that point you just rolling to wound from either 20 or 30 shots.
Title: Re: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 09, 2014, 05:34:46 PM
QuoteI like the EMP grenades,  its like a wtf and not really an expected tactic and easily over looked. Especially if you hand over your list instead of announcing what they have. Hey if I give you a copy of my list it saves me time telling you every thing and if you are too lazy to read than oh well.

It's gunna be the ace up my sleeve. Few people ask to read my list, though I always offer to and have it printed out. Could kill something pretty important, if I'm lucky.

QuoteI know about stealth suits and putting support commander with them, nice unit that can have 4 marker drones and a sarge with a marker that can all shoot seperately from the suits if you wanted, the infiltrate and cover saves make it more appealing to me than the drone and commander formation, I am still waiting for someone to run a drone squad with twin bs 5 near an Ethereal which at that point you just rolling to wound from either 20 or 30 shots.

Hmmm, only problem is that you can't Infiltrate a non-Infiltrate IC, even it's attached to an Infiltrating unit. It's the last clause in the Infiltrate rule. You can still Scout/Outflank, though, which is very handy IMO. In cover they'd be pretty hard to remove, and up to 8 T-L BS5 Markerlights would be handy. My only issue is that Stealth Suits are close range, Markerlights are long. You'll have the issue of wanting to get close to use your Burst Cannons, but also wanting to hang back to keep the Markerlights out of harm's way.
Title: Re: [1500] All-Comers Tau List
Post by: Chicop76 on January 09, 2014, 09:00:35 PM
Quote from: CoffeeGrunt on January 09, 2014, 05:34:46 PM
QuoteI like the EMP grenades,  its like a wtf and not really an expected tactic and easily over looked. Especially if you hand over your list instead of announcing what they have. Hey if I give you a copy of my list it saves me time telling you every thing and if you are too lazy to read than oh well.

It's gunna be the ace up my sleeve. Few people ask to read my list, though I always offer to and have it printed out. Could kill something pretty important, if I'm lucky.

QuoteI know about stealth suits and putting support commander with them, nice unit that can have 4 marker drones and a sarge with a marker that can all shoot seperately from the suits if you wanted, the infiltrate and cover saves make it more appealing to me than the drone and commander formation, I am still waiting for someone to run a drone squad with twin bs 5 near an Ethereal which at that point you just rolling to wound from either 20 or 30 shots.

Hmmm, only problem is that you can't Infiltrate a non-Infiltrate IC, even it's attached to an Infiltrating unit. It's the last clause in the Infiltrate rule. You can still Scout/Outflank, though, which is very handy IMO. In cover they'd be pretty hard to remove, and up to 8 T-L BS5 Markerlights would be handy. My only issue is that Stealth Suits are close range, Markerlights are long. You'll have the issue of wanting to get close to use your Burst Cannons, but also wanting to hang back to keep the Markerlights out of harm's way.

My bad I keep forgetting about that. Used to scouting with hounds and herald. Still can outflank with them though. I see your point with the suits. As long as you are 24" from a target they can hit it with the burst guns. Also your markers really have a 42" range.

The problem I find with drones and huge pathfinders squads is over saturation of marker lights. The problem is you will have like 8 lights on a target which is more than enough.  I had issues with fire warriors have bs 10 etc.

I try to run multiple marker squads which gives me the opportunity to spread out my lights. Typically I like 3 lights on a target per shooting unit max. I need two for remove cover and the other to up bs. However the support commander and splitfire with his unit frees up the need of taking some markers. With the case of my sides that's easily 6-8 markers freed up for other use, unless I am moving or gtg.

I have debated on using twin linked suits and give them over watch of 5. For example 3 suits like that would have 6 plasma shots which 3-4 plasma shots would hit if they was assaulted. If you have say 9 suits that's 9-12 plasma wounds which can take out a lot of things. Still debating if the bs 5 twin linking is worth it.

I thought about running them on my broadsides.  For example with high yield missiles that's 12  strength 7 shots. About 7 shots would hit due to twin linked bs 5 hits which is a decent amount of hits. If you can get a marker in there or two than look out.
Title: Re: [1500] All-Comers Tau List
Post by: The Man They Call Jayne on January 09, 2014, 10:41:31 PM
Blackout teams work wonders. You are pretty much garenteed to at least glace something big to death.
Title: Re: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 09, 2014, 10:59:36 PM
QuoteThe problem I find with drones and huge pathfinders squads is over saturation of marker lights. The problem is you will have like 8 lights on a target which is more than enough.  I had issues with fire warriors have bs 10 etc.

I used to have that issue, though now my Riptide and Hammerhead eat up all the Markelrights available. I only run 8 Pathfinders because it averages 4 Markerlights, which is enough for most of my needs.

QuoteI have debated on using twin linked suits and give them over watch of 5. For example 3 suits like that would have 6 plasma shots which 3-4 plasma shots would hit if they was assaulted. If you have say 9 suits that's 9-12 plasma wounds which can take out a lot of things. Still debating if the bs 5 twin linking is worth it.

I personally take the view that if they're being charged, they didn't do their job properly. Also, we play it here that Multi-Trackers and other kit don't affect Overwatch as they state, "...in the Shooting Phase." This means I'd only get to fire one gun per suit.

That tactic could be useful in stopping the enemy making the charge, but paying for Dual-Plasma and another upgrade would be an even better way of ensuring the potential charging unit fails to exist by the end of your Turn.

QuoteBlackout teams work wonders. You are pretty much garenteed to at least glace something big to death.

The Missile Pod team? Oh yeah! They've got a nice kill count. One game, I managed to kill two Rhinos in a single shooting attack, they've glanced Vindicators and Predators to death. Anything short of a Land Raider gets a bloody nose from these guys for sure!
Title: Re: [1500] All-Comers Tau List
Post by: Chicop76 on January 10, 2014, 03:57:16 AM
I just debated taking it. It's the same that you can only over watch with one weapon here too sometimes.  I ask the judge and go with what he says at game start.

If you take a lot of suits I find twin linking a better option.  Double guns cost 30 to more accuracy for 20. Which brings up if 18 shots at bs 4 is better than 9 twin at bs 4 the answer is 9 vs 7. It's better but not by much. Than consider cost. For 60 points you have 4 plasma vs 3 twin plasma. The 8 rapid fire shots will hit 4 times compared to 6 plasma which would hit 4.5 times.

Basically I can get more from the twin linked guns than regular over all. However I find myself having points for an extra suit or two as well. If you through in markers it makes a difference,  but twin weapons need less marker support.

If you also add the 5 points for the extra bs than you are nearing the cost of taking just two weapons. Like you said if you're in combat the game is going downhill anyway. Those scout bikes for example.

I use to run teams of 8-6. Now I run them as teams of 4. I just need 2 for deny cover and I am happy with that. However I am thinking of going to a larger size to give me the outflank option.
Title: Re: [1500] All-Comers Tau List
Post by: The Man They Call Jayne on January 10, 2014, 07:10:55 AM
A blackout team is a firewarrior or pathfinder team equipped with EMPs. So called because an EMP causes an electrical blackout.
Title: Re: [1500] All-Comers Tau List
Post by: CoffeeGrunt on January 10, 2014, 09:02:38 AM
Teams of 4 Pathfinders are an easy First Blood, though, so I avoid that.

Two guns is almost always better than one Twin-Linked, except when cost is a factor. A team of three with two guns each gets 12 shots in Rapid Fire, 6 of which will hit base. A team with T-L guns will get 6 shots maximum, and they'll never all hit, so they'll always lose out.

They are, however, cheaper. I personally run Fusion Monats with T-L because cheap and expendable. Anything else doubles up and I divert some Markerlights to them. 12 Plasma shots hitting on 2s tears entire Space Marine squads off the table.

Your example of two Plasma guns vs three T-L doesn't take into account the cost of the unit carrying it, plus extra Support Systems.

Two models with two Plasma Rifles each will cost 104pts. Three units with a T-L Plasma each will cost 126pts. In Rapid Fire range, the two-man team will average four hits, the T-L team will average four to five hits at BS3. A slight edge, but also slightly more expensive.

IMO the best approach is one T-L, one normal Plasma. The most expensive option of the lot, but you get volume of fire, as well as improved accuracy. That said, I am a fan of a cheap ATS on Plasma Crisis teams, but for 2pts more than that, it could make the unit pretty horrendous to anything you point them at.