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#1 (permalink) |
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Jan 2006
Posts: 1,401
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Hey guys, I normally play sisters of battle and Tau and have had great success with those armies and even posted some of my batreps on here. I have been off the forums lately due to ongoing health matters but am getting back into 40k and I figure that I have a lot of time on my hands to paint a new army while going through chemo treatments. So here is my Biel Tan list and figured I would post it and see what everyone thinks.
A few things. I tried to maximize the amount of shots I put out in a turn per vehicle, which is why I have scatter lasers and shuriken cannons on all of them. I have learned that games are won not on AP but on how many armor saves you force your opponent to make. The more dice he rolls the more chances he rolls less then what he needs. Sort of like how Casinos operate. The longer you play the greater chance you will lose your money I am using the dragon wagon for my AV 13-14 targets and for TEQ. I have found that str 6 ap6 is fine for killing GEQ and MEQ. I know the shuriken cannon is AP 5 which nullfiies IG, Nids and Orks armor but I think in the long run the scatter laser +1 shot will more then make up for it in the course of the game when you look at the fact I have 5x Scatter lasers. I kept my Vypers in the 2x Shuriken Cannon cause I don't want to draw too much attention to it and use it more as a scoring unit or as an escort for the dragon wagon. For the most part I think I will keep my infantry in their rides. The 36" range of the scatter laser will help out against necrons and keep me out of the 24" range of the majority of enemies plasma/melta etc while allowing me to shoot at 36". I also managed to put 10 scoring units into the list which I think will help out greatly. The only thing I am not sure of is the Farseer. Not sure if the 40pts spent on spirit stone and guide are worth it or if i should put those pts somewhere else. I see my army as being sort of a stand off shootish army for turns 1-3, then focussing on game objective for turns 4-6. So I chose powers that would help with my armor saves and shooting. So what do you guys think? And thanks for helping me out with your input, especially you Yriel 1x Farseer (Witchblade/Shuriken Pistol) •Psychic Power: Fortune •Psychic Power: Guide •Spirit Stones •Jetbike 1x Guardian Jetbike Squadron (4 Guardian Jetbikes) •Shuriken Cannon 1x Fire Dragon Squad (6 Fire Dragons) – Squad A 1x Fire Dragon Squad (6 Fire Dragons) – Squad B 1x Dire Avenger Squad (10 Dire Avengers) - Squad A 1x Wave Serpent – Squad A •Spirit Stones •Twin-linked Scatter Laser •Shuriken Cannon 1x Dire Avenger Squad (10 Dire Avengers) - Squad B 1x Wave Serpent – Squad B •Spirit Stones •Twin-linked Scatter Laser •Shuriken Cannon 1x Dire Avenger Squad (10 Dire Avengers) - Squad C 1x Wave Serpent – Squad C •Spirit Stones •Twin-linked Scatter Laser •Shuriken Cannon 1x Vyper Squad (1 Vyper) •Shuriken Cannon •Shuriken Cannon 1x Vyper Squad (1 Vyper) •Shuriken Cannon •Shuriken Cannon 1x Falcon Tank •Holo-fields •Spirit Stones •Scatter Laser •Shuriken Cannon 1x Falcon Tank •Holo-fields •Spirit Stones •Scatter Laser •Shuriken Cannon Total Points: 1700 Scoring Units: 10 |
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#2 (permalink) |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2007
Location: Australia
Posts: 2,636
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hmm, well does the tournament have army composition points if it does, group your vypers! other wise i don't mind the list. I would consider vectored engines though...
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#3 (permalink) |
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Apr 2008
Location: Craftworld Yme-Loc.
Posts: 1,695
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Its a great list that can really out-shoot nearly anything, but i would personally swap a unit of dragons for a bunch of scorpions or banshees to hold your line in CC.
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