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1500pt Tau
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Old 29 May 2006, 06:22   #1 (permalink)
Kroot Warrior
 
Join Date: Jan 2006
Posts: 15
Default 1500pt Tau

Hey, first attempt at 1500, please rip it apart .

Shas'el
plasma, missile, multi (87)

Shas'el
plasma, missile, multi (87)

3 Stealth
team leader, markerlight, burst cannon (105)

3 Stealth
team leader, markerlight, burst cannon (105)

12 FW (120)

12 FW (120)

12 FW (120)

12 FW (120)

Gun Drone
x4 (48 )

Gun Drone
x4 (48 )

Hammerhead
Railgun, burst cannon, multi, decoy (165)

Hammerhead
Railgun, burst cannon, multi, decoy (165)

Broadside x2 Shield Drone x3, targetlock (205)



TOTAL 1495
LEFT 5

Any ideas what i should do with the leftover points, perhaps substitute in different units. Im also interested in pirahnas but i was unsure whether they would be very effective with my mostly static army. Gun Drones are going to be DS (when allowed) to hold up any nasties. The rest is pretty static, stealths will be used to slow the enemy and try to lure so my FW can use their range effectivly.
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Old 29 May 2006, 06:38   #2 (permalink)
Shas'Vre
 
Join Date: Mar 2006
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Default Re: 1500pt Tau

First things first: The scond Shas'el should be taken as a shas'ui in an elite slot. Ther is no reason to make him a Shas'el if you don't plan on giving him wargear (except BS, and that is cheaper with a Shas'vre given a targetting array).

Elites: Shift the Shas'el like I said. Other than that, are you sure you want to give the stealthsuits markerlights? If the answer is yes, the go for it. However, you may want to rethink, especially if you plan on deepstriking- markerlights are heavy weapons.

Troops: solid, just piles and plies of Tau. Nothing else is needed for Tau, although you might want to free up some points for a counter infiltarting kroot squad.

Fast Attack: If you want to use gundrones in this manner, consolidate them. Most of the squads that they would be "holding up" would rip through a unit of 4. Plus, the additional fire power coming from a single source should draw in more enemies.

Heavy support: Take the decoys off the HH and replace them with target lock. Think about this for a second and it will make sense. There are very few targets that you want to shoot with both a railgun and a burst cannon. Also, switch out the railgun on one for a Ion cannon. 3 AP 3 shots > submunition. Especially aginist MEQ's. As for the broadsides, I think you can only take 2x sheild drones, since that's all you can get for a drone controller, and you didn't buy a team leader.

My overall recomendation: use any and all points you can free up to buy a unit of Kroot. Thay are of great use as counter infiltraters. The look on someones face when a unit of 16 kroot is set up nearly in his deployment zone is priceless.
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Old 29 May 2006, 10:23   #3 (permalink)
Kroot Warrior
 
Join Date: Jan 2006
Posts: 15
Default Re: 1500pt Tau

Hmm yeh i agree, and i rechecked the rules on shields (i cant have 3 :P).

Shas'el
plasma, missile, multi (87)

Shas'ui
plasma, missile, multi (62)

3 Stealth
burst cannon (90)

3 Stealth
burst cannon (90)

12 FW (120)

12 FW (120)

12 FW (120)

12 FW (120)

15 Kroot (105)

Gun Drone
x8 (96)

Hammerhead
Railgun, burst cannon, multi, target lock (165)

Hammerhead
Ion, burst cannon, multi, target lock (130)

Broadside x2 team leader, Shield Drone x2, targetlock (195)



TOTAL 1500
LEFT 0

This has also upped the model count which is for the better . I tried as hard as i could to fit 16 kroot, but only had enough points for 15. Not much difference except theyll have to take a 25/50% test at the same time as if they were 16 strong .

Im also thinking i might change the Shas'ui to have TL missile pods since i normally vs static armies (chaos/marines/tau), is this a good idea?
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Old 31 May 2006, 16:58   #4 (permalink)
Shas'Saal
 
Join Date: Apr 2006
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Default Re: 1500pt Tau

I love this list, i think im going to use it for my 1500 pt list, except i want to work in some markerlights, and some crisis suits.
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Old 01 Jun 2006, 09:34   #5 (permalink)
Kroot Warrior
 
Join Date: Jan 2006
Posts: 15
Default Re: 1500pt Tau

Where would you put the markerlights out of curiosity? On an existing unit or by adding pathfinders?
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Old 01 Jun 2006, 12:49   #6 (permalink)
Shas'Saal
 
Join Date: Oct 2005
Posts: 201
Default Re: 1500pt Tau

instead of the hammerheads you could go with 1-2 broadsides, and 1 pathfinder squad.
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Old 01 Jun 2006, 17:09   #7 (permalink)
Shas'La
 
Join Date: Apr 2005
Location: new mexico
Posts: 290
Default Re: 1500pt Tau

I would definitely keep the decoy launchers on you hammer heads, they have saved me so many times it isn't funny. even though there is very little you will want to shoot with a rail gun and burst canons, the decoy launchers will do wonders for your tanks surviveability. I think it would be a good idea to give the shas ui TL missile pods because that would give you a good weapon against lite vehicles, which you lack at the moment.
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