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Trying to fight space marines in 7th
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Old 10 Jul 2015, 17:56   #1 (permalink)
Kroot Warrior
 
Join Date: Jul 2015
Posts: 2
Default Trying to fight space marines in 7th

Looking for lots of useful feedback on how to make a good list and if this way a good list?

Two things I wanted to point out is 1. The marker drones are with the commander and 2. the Kroot would be outflanking




Combined Arms Detachment- Tau

HQ

Commander 128
Drone Controller
Target Lock
Missile Pod
Missile Pod


Troops

Kroot (10) 60

Fire Warriors (12) 237
Shas'ui
Pulse Carbines (12)
EMP Grenades (12)
Devilfish
Disruption Pod

Fire Warriors (12) 237
Shas'ui
Pulse Carbines (12)
EMP Grenades (12)
Devilfish
Disruption Pod

Elite

Riptide 225
Ion Accelerator
Stimulant Injector
Early Warning Override

Fast Attack

Marker Drone Squadron (4) 56

Heavy Support

Broadside Team (3) 277
Twin Linked High Yield Missile Pod (3)
Twin Linked Smart Missile System (3)
Advanced Targeting System (3)
Missile Drones (6) 72
Shas'vre 10

Broadside Team (3) 277
Twin Linked High Yield Missile Pod (3)
Twin Linked Smart Missile System (3)
Advanced Targeting System (3)
Missile Drones (6)
Shas'vre


1497

Thanks in Advance
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Old 10 Jul 2015, 22:59   #2 (permalink)
Kroot Warrior
 
Join Date: Mar 2015
Posts: 15
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First up with the riptide and the two broadsides, since you're taking them i would suggest taking them as the firebase support cadre formation. This gives them all the tank hunter special rule at no extra cost.

The emp grenades i would switch for two marker drones on your commander for equal points swap. Your riptide really does like 5 markerlight hits a turn as is often mentioned around these forums. 3 to his BS and 2 to ignore cover. BS 6 allows you to reroll the gets hot when firing the plate.

Id almost always stay with pulse rifles on the warriors, there is no point trying to pin space marines. The extra distance on rifles is better imo.

plasma rifle suits do really well against marines. To get 3 dual plasma suits you would need to do something like, bring warriors down to 8 each and remove shas'ui. Remove 2 drones and shas'vre from broadsides. You could then switch advanced targeting to these guys.

Lose another 2 drones from broadsides (leaves a total 4 each unit) to allow for irridium armour on commander. it really does help make him survivable.

I'll now open it up for others to add.
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Old 10 Jul 2015, 23:18   #3 (permalink)
Shas'Vre
 
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Location: The Frozen North
Posts: 1,241
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Drop the emp grenades from the fire warriors. A smart opponent just won't let you use them without it costing you your squad in return and the chance that you'll be taking out more than a 40 point rhino will be pretty infrequent.

You have a riptide and 2 full units of broadsides, so you may as well take the free upgrades you get from taking them as the Tau Firebase Support Cadre.

This list is severely lacking in anti AV13+ (Firebase will boost up those missilesides against AV13 bit... but it's still iffy). Give the riptide the fusion blaster as a start... but beyond that... you're really going to have to look for somewhere you could get at least a second fusion blaster from (if not more).

Also, give your commander a target lock so he can shoot stuff that his drones don't want to shoot. And iridium if you can find the points!
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Old 11 Jul 2015, 01:05   #4 (permalink)
Shas'La
 
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Posts: 261
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Ok so I recreated a list for you on this and heres where you could improve on.

-HQ
-Give you commander 2Missile/Puretide/Iridium/ATS/Stim
[Take him with you crisis suits as he will be the puretide support and tank hunters]
-Grab an ethereal
[Keep him within range of your FW and Broadsides to supply Abilites and LDR 10]

-Elite
-Get a 3 pack crisis team with stims/knives and give them either
(2Missile/2Fusion/2Plasma)/(3Plasma/3Fusion)/(4Fusion/2Plasma)
[This will get you your much needed AV13]

-Troops
-Vanilla 12 FW
[Troops won't be much help vs SM plus devilfish die pretty quick]

-Fast Attack
-Grab 3 Fusion Pirhanas with dpods
[This will allow for tank hunting and harrassment early game as with the new squads with free tanks will dry them up quicker plus you can dismount the drones for additional targets]

-Heavy
-3 Missilesides/Velocity/sms
-3 Railsides/EWO/Plasma
[Missilesides anti-air/Group and your railsides can assist with flyers and any droppers which SM will have]

1500/1500

Now vs SM I will advise you to actually not go with the FSC against any other race its a free upgrade, but vs SM it will grant Bane of Angels which makes SM and the FSC have Hatred which will reroll failed to hits 1st round of melee against both sides, and SM will ambush and try to get in. Just use the commanders puretide for tank hunter in this case to not give them the advantage.

Plus with the way your list is man markerlights wont help it enough to offset the lack of AV13+. Hope that helps you out! The others are right as well though so try and find a happy medium between all of us.
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Old 11 Jul 2015, 14:42   #5 (permalink)
Kroot Warrior
 
Join Date: Jul 2015
Posts: 2
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Thanks or the Input I made my list with some of the changes without trying to go the same as yours I also tried to fill in the FOC. So here it is

Combined Arms Detachment- Tau

HQ

Commander 170
Puretide Engram Neurochip
Iridium Battlesuit
Missile Pod
Missile Pod
Stimulant Injector

Troops

Fire Warriors (6) 54
Pulse Rifles (6)

Fire Warriors (6) 54
Pulse Rifles (6)

Fire Warriors (6) 54
Pulse Rifles (6)

Fire Warriors (6) 54
Pulse Rifles (6)

Fire Warriors (6) 54
Pulse Rifles (6)

Fire Warriors (6) 54
Pulse Rifles (6)

Elite

Crisis Team (3) 166
Target Lock (2)
Fusion Blasters (4)
Plasma Rifles (2)

Riptide 190
Ion Accelerator
Early Warning Override

Stealth Team (3) 95
Fusion Blaster

Fast Attack

Piranha 50
Fusion Blaster

Piranha 50
Fusion Blaster

Piranha 50
Fusion Blaster

Heavy Support

Broadsides (2) 140
Twin-Linked Smart Missile System (3)
Twin-Linked High Yield Missile Pod (3)
Early Warning Override (2)

Broadsides (2) 140
Twin-Linked Smart Missile System (3)
Twin-Linked High Yield Missile Pod (3)
Early Warning Override (2)

Hammerhead Gunship 125
Railgun
Twin-Linked Smart Missile System







1500
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Old 11 Jul 2015, 19:29   #6 (permalink)
Shas'La
 
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Posts: 261
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Good fixes sir only a couple of things.

-Stealth suits as much as I love them can only take one fusion per 3 models so only one of yours would be able to take the fusion blaster.

-you should take out 1 units of fires and give your riptide stims

-take another unit of fires and get big daddy longstrike and dpods for your hammerhead.

-and if you have enough take one of your fires out and give another group of fires a devilfish.

looks good though man hope it does well.
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