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#1 (permalink) | |||
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Shas'O
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2005
Location: Canada
Posts: 5,096
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I'm slowly finally getting my Tau stuff painted up and I'm almost ready for a 1000 point friendly game. This is the list I'm thinking of using, though it means buying one more Battlesuit (the deathrain), but I've got an awesome conversion idea for it so that's not a bad thing.
Shas'el w/ fusion blaster, plasma rifle, multi-tracker 83 Shas'ui in crisis suit w/ twin-linked missile pods, flamer 57 6 Stealthsuits 180 10 Firewarriors w/ shas'ui 110 Devilfish w/ multi tracker, targeting array, decoy launchers 100 Squad: 210 10 Firewarriors w/ pulse rifles, shas'ui 110 Devilfish w/ multi tracker, targeting array, decoy launchers 100 Squad: 210 8 Gun drones w/ twin-linked pulse carbines 96 Hammerhead w/ railgun, 2 burst cannons, decoy launchers, multi-trackers 165 Total: 1001 Total Models: 36 Total Tanks: 3 What do people think?
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#2 (permalink) |
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Shas'La
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i think it can be better
the gun drones are a waste of points, 12 each. take them out, saving 96 point. also, loose some Stealth suits, they r costy and u dont need so many compaired to ur need for a bigger Heavy support. loose about 1 or 2, leaving u with 30 or 60 more points. the HQ shuld NOT have a fusion blaster, it forces u to get in rly close, which is not very good for a tau. give him sumthing different, like a missle pod. loose the shas'ui on both squads, adding 20 more points, it does improve ur ld, but u can use those 20 pts on somthing more usefull. with all that out, u have 96-2+20=114 points to spare, +30 or 60 on the ammount of stealth suits u take out, i would sugest loosing 2. thenull have 174 points left, enogh for another HH also, the equipt for the hammer head shuld be smart missles, not burst cannons, and add a targeting array. ur list shuld be as follows HQ 85 pts shes'el w/ missle pod, plasma rifle, multi tracker Elite 177 pts Sha'sui w/ twin link missle pod, flamer. 4 stealth suits TROOP 400 pts 10 fire warriors, devilfish, multi tracker, decoy launcher, targeting aray 10 fire warriors, devilfish, multi tracker, decoy launcher, targeting aray HEAVY SUPPORT 340 pts Hammer head gunship, railgun, smart missle, targeting array, multi tracker, decoy launcher Hammer head gunship, railgun, burst cannon, targeting array, multi tracker, decoy launcher total, 1002 points. if u want, change one rail gun to an ion cannon, ittl save some points for u to spend on troops, i wouldnt completly advise that tho.
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None of you realy exist, you simply live to keep me entertained, and die to show me that death exists. If your taught to love everyone, even your enemies, then what value is put on love? |
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#3 (permalink) | |
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Shas'El
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The Shae's are important, due to your FW's being Ld 7 if they're not taken.
Also, If you want to take stealthsuits over your hammerhead do so, as stealthsuits are great against hordes but a hammerhead with sub-ammunitions are great against marines. Drones are usefull for pinning low leadership units on place as well, but again, It all depends on who your versing. As Yoriaki said your HQ should NOT have a Fusion Blaster as this requires him to get close to enemy units, not a good idea Here's what I would do: HQ- Your has the weapons to take out Heavily armoured infantry with plasma (wich allow no saves due to ap2) and missle pod (str7) Shas'o w/ missile pod, plasma rifle, multi-tracker 115 ELITES-your elites are tooled up tough mobs of infantry (Nob squads, marines, terminators, tyranid warriors etc.) and light/med armour hunting, eg. dreadnoughts, eldar skimmers, and 2 turns of shooting should down a carnifex if your lucky, etc. Shas'ui in crisis suit w/ twin-linked missile pods, flamer 57 Shas'ui in crisis suit w/ twin-linked plasma, fusion 66 TROOPS- your troops can FoF around the battlefield, laying down that smackdown firepower ![]() 10 Firewarriors w/ pulse rifles, Shas'ui 110 Devilfish w/ multi tracker, targeting array, decoy launchers 100 Squad: 210 10 Firewarriors w/ pulse rifles, Shas'ui 110 Devilfish w/ multi tracker, targeting array, decoy launchers 100 Squad: 210 HS-Good against all armour. Burst cannons for infantry, and Smart missle system for those pesky assault marines or infiltrators hiding behind buildings. Also the Sub-ammunition on your railhead can down a mobs of infantry if you concentrate on them. Hammerhead w/ railgun, 2 burst cannons, decoy launchers, multi-trackers 165 Hammerhead w/ railgun, SMS, decoy launchers, multi-tracker 175 total points: 998 And there you have it, It should be able to deal with most of what you come up against,
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#4 (permalink) |
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Shas'Ui
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With IC status, a fusion blaster on a BS of 4/5 can be a deadly tool, very deadly. Just need to use it right, and perhaps play slightly more risky than normal. Consider a Shas'O with a Fusion/Plasma, at 12" thats 2x S6 AP2 and 1x S8 AP1....with most things thats 3 dead models, then you can bug out in assault into 6" range of another unit (i find shield gens with HW multi tracker works best for added survivability.)
Keep the Gun drones, for 96pts you get a deep striking, JSJ unit capable of laying out an impressive fire rate, yes they won't last, but these beauties in behind a tank, or used as a harassing unit can really annoy your opponent. Not to mention in low point games they are an excellent way to increase your numbers while still being effective. You have the AT/ATr with hammerheads, Deathrains and Shas'el. A good firebase with 20 firewarriors, 6 stealths and 8 Drones. Honestly nothing i would change.
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Wins: 46 Losses: 6 Draws: 4 "Just as the chaotic nature of these aliens is anathema to we of the Empire, so it is that the Tau'va is abhorent to them. They have no capacity to accept such glory and should be kulled so the Empires efforts may be spent in a more productive manner." attributed - Shas'O Rech'Ar |
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