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around 2000 points
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Old 14 Dec 2012, 15:45   #1 (permalink)
Shas'Saal
 
Join Date: Apr 2011
Posts: 120
Default around 2000 points

I have not played 6th edition, me and my friend will soon be playing so I wanted to get some ideas I am probably not going to be buying anything new, damn finecast. And I will be playing against thousand sons more then likely.

I own:
Farseer and 3 warlocks on foot
an autarch with a warp pack(and gave him the two handed scorp chainsword for a powerweapon heh)
5 swooping hawks
10 warpspiders
10 striking scorpions
20 dire avengers
5 wraithguard
a wave serpant
2 wraithlords one with a sword and ML one with a ML and SL, god I wish I magnetized these lol
5 rangers
5 dark reapers

and as for aux units if I were to mix I have a battlebox or tau plus 2 extra crisis suits one crisis suit can be used as a shaso(has a cib) so a cib and PR suit and two helios suits

I kindof want to find a way to work the tau in some how.

last 2k point army I thiiink was something like this
HQ:
Farseer
-Runes of Warding
-Runes of Witnessing
-Spirit stones
-Fortune
-Doom

Autarch
-Mandiblaster
-Power weapon
-Warp Jump Generator
-Fusion Gun

Troops:
Dire Avengers 10
-Exarch
-Twin Shuricats
-Bladestorm
-Defend

Dire Avengers 10
-Exarch
-Shimmershield
-Bladestorm
-Defend

Rangers 5
-Pathfinder upgrade

Elites:
Striking Scorpions 5
-Exarch
-Stalker
-Twinsabres

WraithGuard 5
-Warlock
-Conceal
-Singing Spear

Fast Attack:
Warp Spider 10
-Exarch
-Extra Death Spinner
-Withdraw
-Power Blades

Heavy Support:
WraithLord
-Eldar missle
-Wraithsword

Wraithlord
-Eldar Missle Launcher
-Scatter Laser

Dark Reapers 4

and I think a squad of swooping hawks were in there as well but not sure

It has been awhile.
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Old 15 Dec 2012, 01:14   #2 (permalink)
Shas'Vre
 
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The above crazy post aside... Tau synthesize very well with... well anyone...
Why? Because everyone could use a railgun or two... or three...

Based on what you've got though...
You'll need an HQ. A Shas'el will work just fine regardless of the point values you are playing. The plasma and CIB is a strong combo, give him a target array, and then hardwire the multitracker and hardwired drone controler with 2 shield drones so that he can fire both weapons at BS 5 and gets 2 'extra wounds' (for less points than a shas'o!). Make sure he takes a black sun filter (lets him and any unit he joins see unimpeded, regardless of nightfight or not).

You will also need at least 1 troop choice. Take the fire warriors with pulse rifles in a devilfish with a disruption pod. Moving flat out and outside 12 inches, the thing gets a 2+ cover save, and the increased range of fire warriors (and guns with a high enough strength to glance light vehicles to death as well or better than necrons, make them pretty sweet too). Make sure to make one a shas'ui and give him a black sun filter and drone controller so he can see in the dark, and the squad with gun drones can make their combat break tests on the drone's initiative.

After you have the basics, you can add up to 2 more helios pattern suits to your HQ as a body guards, throw the stealth team into the elite slot, and even use the kroot as a 10 man pillbox, or late game outflanker.

However... if you want to abuse the allies system more than that, you're going to have to change some parts, specifically on the Shas'el. Would your close combat specialists, the striking scorpions like hit and run? Yes? Well good news! Give your Shas'el vectored retro thrusters and suddenly whatever unit he is with has hit and run. Or perhaps you'd like rangers/ dark reapers with slow and purposeful? Of course you do! Give your shas'el the advanced stabilization system and watch with pride as he somehow teaches whatever unit he is with to move like he does! But wait... night fight making a mockery of your ranged units? Thank god you took that hard-wired black sun filter so that your shas'el and his unit can ignore night fight too!

Yes... the power of Tau is not so much what they can do for you as an ally (though 3 broadsides, able to split their fire however they like will ruin anybodies day), it's what they can make you do as an ally.
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Old 15 Dec 2012, 04:58   #3 (permalink)
Shas'Saal
 
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does that only work with movement abilities or can i give my striking scorpions feel no pain as well? hehe

oh and what page is that rule on in the new book i am still learning the new rules.

and fiannly is it wrong i kindof want to make a deepstriking army from hell? shasel and bg warpspiders swooping hawks and stealthsuits all deepstriking and striking scorps outflanking if that is still a rule
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Old 15 Dec 2012, 11:47   #4 (permalink)
Shas'Saal
 
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okay I think I have an actual list now:
2k mix of tau and eldar
2000 points:



Farseer 3 psychic powers, spirit stones, and both runes


Autarch power weapon warp pack mandiblasters and fusion gun


Dire avengers x 10 with exarch dual catapults and bladestorm



Wave serpent vectored engines and spirit stones



Ranger pathfinders x5



10 warp spiders leader dual spinners power weapons and all upgrades



Dark reapersx 5 with exarch eml fast shot



Striking scorps 10 leader claw and all upgrades

Tau contingent

Shas’el cyclical ion blaster missile pod advanced stabilizer 2 shield drones and a multitracker
he will be escorting the dark reapers

Firewarriors x12 leader with blacksun filter


Kroot x12



Devilfish sensors and pods



1840 160 left

not sure what to do with the 160 I could add another dire avenger squad my more melee oriented with defend to create a second tieup unit with the kroot
could add two crisis suits, or some stealth suits, I wouldnt mind getting pathfinders and using them to coordinate the deepstriking units but dont think I can have them ready in time hah.
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Old 16 Dec 2012, 02:51   #5 (permalink)
Shas'Vre
 
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Page 32 to 43 have the special rules.
The 'effects everyone in the unit' part is only in some rules (stealth, and shrouded are two great ones... as is ATSKNF, S&P, H&R, etc.), sadly FNP is not on that list.

Neither Tau nor Eldar do deepstriking particularly well en mass (when compared to other armies), so I wouldn't recommend it entirely. That's not to say you should have some deepstriking units (I almost always take a couple reserve choices), but if you're looking for a deepstrike force of doom, you probably need to look elsewhere. That said, a really really excellent item (I mean a superb piece of war gear, really top notch!) is the positional relay for the shas'el. What it does is it allows you to bring 1 unit in on a 2+ and keep everything else in reserve (for when you actually want it to come on), it gives a lot of control over your reserves, so if you're really interested in a deepstriking force, consider that.

As for your list... your shas'el needs a hardwired black sun filter (3 points of awesome!), and you devilfish does not need sensor spines (almost entirely worthless to you). Likewise, the CIB on the Shas'el doesn't entirely synthesize with the range of the rest of his unit (kind of a waste), twin-linking the missile pod instead might be a better option (in which case, a hardwired target lock instead of the multitracker would allow you to split your fire, so he could take out vehicles while the reapers killed marines at the same time!).

Your wave serpent does not really need vectored engines unless you plan on moving flat out a lot, and even then it's not likely to be necessary thanks to the new way vehicle damage works. The spirit stones are also not really needed.

3 powers on the farseer seems excessive, 2 from the divination spells has always been more than enough for me (hell... 1 is usually all it takes).

For your last few points, I'm not really sure what to suggest. More troops might be the way to go (for reaching far off objectives the dire avengers in the wave serpent, and kroot outflanking into a forest on the far side of the board will probably work; for objectives in your home area, fire warriors and the rangers will work just fine)... your kroot will probably die... it's what they do...
On the other hand, stealth suits in cover are the new terminators. 2+ cover saves thanks to stealth and shrouded. Sweet. And really annoying to try and shoot down.
Likewise... you can never have too many battlesuits (twin-linked missile pods would be especially helpful to you here)...

On the topic of which... where is your anti-tank in this list?
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Old 16 Dec 2012, 07:40   #6 (permalink)
Shas'Saal
 
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well i have been posting jointly on this and the eldar site and will post the new list someone helped me with when i get home but some higlights. most of it is the same accept dire avengers are both vanilla squads now the farseer has guide and fortune and will stay with the reapers and shasel my anti armor will consist of a two man crisis suit missle squad(may switch out plasma for flamer incase of ork allies) and my two wraithlords i know emls arent the best but eh i like versatility
the person from the eldar forms also mentioned a tempest and crack shot though i might stick with eml and fast shot for the exarch.

i will probably have the warspiders deepstrike maybe with the mp crisis suits if thousand sons are still slow as mud then popping their rhinos early is an imperative the scorps i may have scout not sure if wave serpent would help them more or not the other person also said biting blade might be better then a claw. thats all i can remember at work while doing this on the phone on break. ill edit in a list
tomorrow


List:
Elder contingent

Farseer Fortune guide Spirit stones Runes of Warding singing spear 93

Autarch powerweapon jump generator mandiblasters fusion gun 125

5 pathfinders 120

12 Dire avengers exarch defend shimmershield 162

10 warpsiders exarch xtra spinner powerblades withdraw 262

5 dark reapers exarch tempest launcher crackshot 217

10 striking scorps exarch biting blade shadow stalk 202



Potentials:

WL WS EML 2 flame 125

WL SL EML 2 flame 135

12 vanilla dire avengers 120



Tau contingent

Shas’el TLMP, Advanced stabilization system, HW Blacksun HW drone 2 shield drones HWTL 116

12 FWs shas’ui HW blacksun 133

12 kroot 84



Potentials:

Either

2 crisis suits with Fusion, MP and multitracker 108
Or
2 crisis suits with MP flame and black sun 88 flames incase of ork allies
Or
2 crisis suit TLMP and blacksun 92

kindof want to see if I can get stealthsuits in there some how.

Last edited by shahryar; 16 Dec 2012 at 16:31.
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Old 16 Dec 2012, 18:23   #7 (permalink)
Shas'Vre
 
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Don't deepstrike missile pod suits. They have a range of 36" and should be on the board from turn 1 on to take advantage of that range for the whole game.

Also, strongly consider divination instead of the eldar spells... divination will work on Tau units as well.
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Old 17 Dec 2012, 13:56   #8 (permalink)
Shas'Saal
 
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Okay think I have it just about set then:
Elder contingent

So farseer and shas'el with the dark reapers, I have never used the new psychic powers before so I will read them when we play and decide if I want to change that up.
Autarch with the warpsiders deep striking.

FWs and rangers hang back(a markerlight drone is tempting for the FWs)

the kroot will outflank, the scorpions will either outflank or just plain infiltrate I sortof want to try and get them to work with the kroot

the 2 crisis suites will probably jet around trying to pop light vehicles where needed where as the Wraith lords will act as sort of escorts flanking the dark reapers the dire avengers will head for objectives in the middle to be backed up by the warpsiders, hopefully hah. basic strategy not withstanding murphy's law of course.

I am tempted to switch out the tempest launcher for a reaper launcher and fast shot or hell maybe even forgo the exarch altogether they might be devastating enough on their own. I am wondering about that and whether or not I need an autarch.

Farseer Fortune guide Spirit stones Runes of Warding singing spear

Autarch powerweapon jump generator mandiblasters fusion gun

5 pathfinders

10 Dire avengers exarch defend shimmershield

10 warpsiders exarch xtra spinner powerblades withdraw

5 dark reapers exarch tempest launcher crackshot

10 striking scorps exarch biting blade shadow stalk

WL WS EML 2 flame

WL SL EML 2 flame

10 vanilla dire avengers


Tau contingent:

Shas’el TLMP, Advanced stabilization system, HW Blacksun HW drone 2 shield drones HWTL

12 FWs shas’ui HW blacksun

12 kroot

2 crisis suit TLMP and blacksun


I have 14 points left, if I switch out some things I may be able to upgrade the second dire avenger squad. I also had two other potentials below but was sure if they would be worth it.


Potentials:

3 stealthsuits with blacksun filters and 2 gun drones 119

3 warlocks with destructor 105 yea this one seems silly but it's always nice to have some anti orks just in case, my friend has space orks so he might put them in as allies I never know.
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Old 17 Dec 2012, 16:44   #9 (permalink)
Shas'Vre
 
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Give the shas'el a hard wired target lock for 5 points.
You've got 2 black sun filters on your elite crisis suits which is a waste, swap one over to either a target lock (5 points lets you split their fire between 2 targets), or a flamer (4 point S4 template in case the need arises).
You could buff up your shas'el, farseer, and dark reaper unit even further if you can free up 20 points (assuming you took the target lock on the shas'el you need 11 more points so... drop a couple kroot for 14 points; or a single fire warrior and use the witch blade instead of the singing spear on the farseer for 13) then you could take iridium armour plates (giving your shas'el and his drones a 2+ save). Put the drones int he front of the unit and you're laughing as you take all your saves on a 2+/4++ until the 2 drones finally drop.
Edit: also, no marker drone, it will be pretty much useless to you here.

Last edited by Carrelio; 17 Dec 2012 at 17:13.
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Old 18 Dec 2012, 02:53   #10 (permalink)
Shas'Saal
 
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i already pu the target lock on the shasel i should probably stop using acronyms XD

does wound allocation work differently now? i am used to assign one wound to each model so wouldnt i be taking the normal 3+ save when the wound goes to a reaper.

and last question...i hope.... in the tau rule but it says only the model that has the filter can make the shot does something in the 6th ed change that? (lol they made this new edition really complicated XD)
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