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Mech 1,500pts for Club Tournament
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Old 31 May 2007, 20:57   #1 (permalink)
Shas'La
 
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Default Mech 1,500pts for Club Tournament

I'm currently the manager at my local club, we've gotten a nice chunk of funding as of late, and as such are renting a hall and putting on refreshments etc. for a tournament. It's a club of younger members, who fortunately none collect Tau, so I get plenty of variation. Obviously I'd like to win - managers should at least come in top 3, lol - so here goes. Most of them collect space marines of sorts, a few 'nid players, 2 necrons, a dark eldar and 1 ork.

Here's my rough go, the first mech list I've ever written:

HQ

Shas'O, Plasma Rifle, Missile Pod, Cyclic Ion Blaster, H/W Drone Controller, 2 Shield Drones, H/W Multi-Tracker - 157

Elite

Crisis Team, - 236 pts
1 Shas'vre, Plasma Rifle, Missile Pod, Multi-tracker, H/W DC - 2 Gun Drones
2 Shas'ui , Plasma Rifle, Missile Pod, Multi-tracker

Shas'vre Mon'at - T/L Fusion Blaster, Missile Pod, H/W Drone Controller - Shield Drone - 95 pts

Shas'vre Mon'at - T/L Fusion Blaster, Missile Pod, H/W Drone Controller - Shield Drone - 95 pts

Troops

12 Fire Warriors, Half/Half carbine/rifle with Shas'Ui Team Leader - 130 pts
Attached
Devilfish Troop Carrier, Decoy Launchers, Seeker Missile - 95 pts

12 Fire Warriors, Half/Half carbine/rifle with Shas'Ui Team Leader - 130 pts
Attached
Devilfish Troop Carrier, Decoy Launchers, Seeker Missile - 95 pts

Fast Attack

8 Pathfinders w/t 3 Rail Rifles - 126 pts
Attached
Devilfish Troop Carrier, Decoy Launchers, Seeker Missile - 95 pts

Heavy Support

Hammerhead, Ion Cannon, Burst Cannons, Decoy Launchers, Multi-Tracker - 130 pts.

Hammerhead, Rail Gun, Burst Cannons, Decoy Launchers, Multi-Tracker - 165 pts

Total 1549

What do you all think? I need to loose 49 points, any suggestions there or overall will all be highly welcomed - Many thanks in advance!
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Old 31 May 2007, 21:19   #2 (permalink)
Shas'La
 
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Default Re: Mech 1,500pts for Club Tournament

Severeal considerations.
I would drop the seeker missiles....10 points for 1 strength 8 shot is REAL steep. That gives you 30 right there. Your Shas'O is a littel confused armamnet wise. Is he an anti-light vehicle or infantry killer? Short range or long range. I would consider giving him a burst cannon. He then can just shred light infantry apart. I like your crisis team alot, consider throwing in a target array on th vre though and maybe downgrade him to a TL to save points. The monats arent set up to well. The missil pod and fusion blaster cant fire in the same turn. If they are suppose to be suicide squads then cutting the points might be prudent. I suggest you use twin fusion blaster with a target array so he is almost garunteed to get that criticel fusion shot when he deepstrikes. If you do it that way you dont have to bother with the shas'vre up frade either. This will save you about 80 points, combined with the 30 from taking off he seeker missiles you are well under your 1500. Consider giving your devilfishes target arrays for improved BS as well as sms to your rail head. never underestimate the power of sms, its especially lovely against dark eldar when all their fragile skimmers are sitting behind cover adn you cna ignore it and blow them up. Fire warrior wise i prefer all rifles for the fish of fury goodness but thats just preference. Good Luck and may the forc...Greater Good by with you.
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Old 01 Jun 2007, 04:09   #3 (permalink)
lonely tau
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Default Re: Mech 1,500pts for Club Tournament

Hello, allow me to suggest some...ness

First of all, I've never been too much of a fan of 3 weapon commanders, or suits of any type for that matter. However, the main role of this suit seems to be anti-MEQ, so I would keep it like that by dropping the Missile Pod. Furthermore, I'm no real fan of Shield Drones, especially when they take away Independant character Status. By making these modifications you lose 42 points, with the next modifications I suggest taking Stimulant Injectors on your commander, just for awesome surviveabilityness.

On your Elites section, you need to botch the idea of 2 monat suits and combine the unit. By personal preference I would say botch the Shield Drones on them too, in favor of Targetting Arrays, but if you're going to foot slog them (imo, bad idea) you would want the Shield Drones. Otherwise Targetting Array all the way, and make them deep strike behind those enemy tanks! Also, drop the Missile Pods for extra points.
In my humble opinion, if you were going to add a Shas'Vre to your first Crisis Team, then you should skip the drones and go instead for a Targetting Array, and hard wire the Multi Tracker on him. This allows for a more effective and characterful Crisis Team.

On your troops, you don't want to split up fire power between Carbines and Rifles, you want to go all the way with one or the other, prefferably Pulse rifles though. Drop the Seeker Missiles and you're good. a squad of 12 or so Kroot would be a nice thing to bolster your troops slot and find a way to be tricky against those Tyranids. Also, a great infiltrating unit to disrupt enemy plans.

On your Pathfinders drop the Rail Rifles, they're good and all but they won't benefit from the only markerlights in your list. Drop them in favor of more marky goodness. And the Seeker should be dropped too.

And the Hammerheads looks like a good setup, so I will not mess with those.

Over all from me though:
Drop all the seekers
Change the commander to a two-weapon MEQ killer
Combine the Monat squads to a suicide jump squad
Drop out drones all together
All Rifle FOF squads

A few more from reading everything, and I'm not sure how many points this puts you at but I do know you're under your limit now, and should consider Kroot in your list somewhere.

~Lonely~






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Old 01 Jun 2007, 11:01   #4 (permalink)
Shas'La
 
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Default Re: Mech 1,500pts for Club Tournament

Hmmm, these are important considerations....

The thing with the commander is I want him to be a jack of all sorts, the 5 shots at ap4 are just too perfect against nids and guard, even some ohers, so 'm loath to drop it as of yet. Though I certainly think stims is a good way to go. I really dislike the Independant Character jumbo, my commander is at the front line of my force, and often acts to draw a lot of firepower away from my army, with drones and the forgotten stim injector, he should be damn near unstoppable. (+10pts)

However, I agree with a fair few points, drop seekers and rail rifles, this saves me 60 points, and means can keep my pathfinders more specialised in their role, I suppose 8 markerlights, 4 on average hitting Means that the Hammerheads are really going to find their mark... (-60pts)

My crisis team first, is it obvious these guys are the long range fighters, they are jacks of all trades I like to think - I'll download the 'vre to a team leader, thats an extra 5 points (only beginning to realise how critical those few points are), I fancied the gun drones simply because for only 20 points, a wound means that my enemy will be pinned in place for anoter turn of shooting allowing me to escape, also, these guys will be good against the likes of gaunts and lowly IG - with this in mind, do you think I should drop them or keep them? (-5pts)

Now the real controversy, the monat squads. I wanted 2 simply because.... I do intend to deep strike them, but how many players will bunch up all their tanks together, when these guys get behind enemy lines they'll be a major target, and though yes they could quite easily take out the first tank, possibly the second, however they won't get that far (though they'll probs more than make up for their points) by splitting up into two teams, I can put one on each corner of the gaming table, with an intended targetting array, they shouldnt miss, so 2 just seems like overkill! Shield drones will give them that etra longetivity, and remebering just how much power some of these tanks wield, I fancy that a shield drone will allow them to take a full blast of these tanks and still live on to ensure their destruction. So with that in mind, drop the suits to Team Leaders, drop the missile pods and add a targetting array, so thats (-14pts)

i've now got 20 pts to spare... The Fire Warriors I quite like, their devilfishes can get up close, when the warriors jump out, thats possible 6 rapid firing rifles, and then those outside of 12" can fire 1 shot which will hopefully pin insuring the longetivity of my troops, along with the firing from their devilfish, this should be enough to ensure any warriors within 12" are dead so I shoud expect no return charges. Targetting arrays on the 2 fire warrior devilfishes are 10pts, (+10pts)

If I drop the 2 team leaders on the fire warrior squads, I can upgrade the burst cannons to sms - a good idea? With the extra 10 points, should I give my crisis team leader a positional relay to ensure my monats arrive on time? or possibly 2 target locks for hammerheads, ensuring that I'm not wasting shots, sms could fire independantly of rail/ion so......

Anyway, what do you think?
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Old 02 Jun 2007, 13:51   #5 (permalink)
Shas'La
 
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Default Re: Mech 1,500pts for Club Tournament

I would say if you want 2 monat squads go for it, but like i said before keep them cheap becuase even with a shield drone they are dead the turn they come in. They do much better deepstriking with a fusion blaster instead of hoofing it. That way they can come in and threaten the indirect fire vehicles.

I didnt notice your commander had three weapons and i agree whole heartedly with Lonely on his suggestion. Drop the drones, pinning hardly ever works considering most things are ld8+ with re-rolls and all sorts of things. Not only do you have to wound but they have to fail a leadership check. It MIGHT work once a game. That said you really should have all pule rufles. If you fish of fury right everyone will be within 12 anyway so it doesnt matter. Like i said the pinning rarely works so having that 6-8 extra shots is much more effecient. Target Locks are amazing on hammerheads...yes put them on.
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Old 02 Jun 2007, 18:15   #6 (permalink)
Shas'Ui
 
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Default Re: Mech 1,500pts for Club Tournament

This is a little quote i once heard
A jack of all trades are masters of none.

Just throwing that out there. But eveything else seems to be covered.
Personally, im not a big fan of the ion cannon. But from what you said, those ion shots might help against necrons and marines.
I still think you should just go with to rail guns but do what you want. Being a manager of a store will already give you a psychological advantage against your enemy (if that matters), they'll think you are on an entireley different level of gameplay as they are. Ok im done rambling.
Good luck on your tournament.
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Old 02 Jun 2007, 19:03   #7 (permalink)
Shas'La
 
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Default Re: Mech 1,500pts for Club Tournament

Right, well here is my first revision...

HQ

Shas'O, Plasma Rifle, Missile Pod, Positional Relay, H/W Drone Controller, 2 Shield Drones, H/W Multi-Tracker, Stimulant Injector - 167 pts

Elite

Crisis Team, - 176 pts
1 Team Leader, Plasma Rifle, Missile Pod, Multi-tracker, H/W DC - 1 Shield Drone
2 Shas'ui , Plasma Rifle, Missile Pod, Multi-tracker

Shas'ui Mon'at - T/L Fusion Blaster, Targetting Array - 53 pts

Shas'ui Mon'at - T/L Fusion Blaster, Targetting Array - 53 pts

Troops

12 Fire Warriors, All Pulse Rifles with Shas'Ui Team Leader - 130 pts
Attached
Devilfish Troop Carrier, Decoy Launchers, Targeting Array - 90 pts

12 Fire Warriors, All Pulse Rifles with Shas'Ui Team Leader - 130 pts
Attached
Devilfish Troop Carrier, Decoy Launchers, Targeting Array - 90 pts

Fast Attack

8 Pathfinders - 96 pts
Attached
Devilfish Troop Carrier, Decoy Launchers - 85 pts

Heavy Support

Hammerhead, Ion Cannon, Burst Cannons, Decoy Launchers, Multi-Tracker, Target Lock - 135 pts.

Hammerhead, Rail Gun, Burst Cannons, Decoy Launchers, Multi-Tracker, Target Lock - 170 pts

Total 1375

Right, thats 125 extra points, impressive...

Now what do I spend them on.* I'm tempted with some kroot - infiltrate means their modertely fast, not perfect though - or vespid, extremely fast, more so than most other units, even though a little fragile.* Either that or perhaps give my commander a bodyguard...

I'm not a large lover of piranha skimmers, but are they worth overcoming my prejudice for?

What do you guys think, remembering this army is completely mech orientated.* Anything better that i'm lacking, possibly a squad of gun drones?

Thanks for all the inout so far guys, already this list is quite different - and definately for the better!

Which jack are you refering to BurntEskimo?* The list itself, our home rules ise that the army list must be pre-submitted and that same army list used throughout, so this has to be able to fight most armies..
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Old 03 Jun 2007, 20:09   #8 (permalink)
Shas'Ui
 
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Default Re: Mech 1,500pts for Club Tournament

Quote:
Originally Posted by Delvaurius
My crisis team first, is it obvious these guys are the long range fighters, they are jacks of all trades I like to think
Well, that what i was refering too.
With 115 points, i think its up to you. If you want to have a fire base, you could go with infiltrating kroot or you could add in a couple piranhas, they are spectacular. Also you could add a squad of gun drones. You could try using Vespids but they probably wont work out for you.
Also you could put in a sniper squadron.
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Old 04 Jun 2007, 03:41   #9 (permalink)
Shas'La
 
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Default Re: Mech 1,500pts for Club Tournament

I would take away the a TL status of your monats, as it stands now it doens absolutely nothing for you. I would take the drones off your commander to save his independant character status (which makes him tons more survivable than 2 shield drones ever will). That right thereis 40 extra so you would have 155. I really really enjoy using pirnahas, they provide excellent anti-tank but they are not a OMFG MUST HAVE unit so if you dont like them leave em. :'(. If you can find another 5 points you can add 2 sniper drone squads.
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Old 04 Jun 2007, 07:35   #10 (permalink)
Shas'La
 
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Default Re: Mech 1,500pts for Club Tournament

I'd completly forgotten about the Team Leader status, that can definately go!* So there's 10 points extra.

Independant Status means that my commander is always going to have to remain in close proximity to my other units.* I like my commanders to be Idependant of relying upon other units for protection, meaning he can lead my troops at the front of the army, or I could make him join my elite unit, any extra shot at him is a shot less at my toher troops, and he has the best chance of surviving the longest, meaning I'll have mor turns of full force shooting.* Considering that each suit (commander or crisis) has the same number of shots, then if a crisis suit dies in the first turn, I'm down, get me?

So now thats 125 points?

Has anyone used Vespid too good effect?* I find pirhannas a little too easy to destory for my liking, even most basic troops have a chance of destorying them.* Vespid have a fantastic attack, and are extremely fast so hopefully I could make good use of terrain to keep them alive... but as of yet I've never actually used them.

Edit

Right, I've been thinking about it, and heres 3 possible options

Reduce each Fire Warrior Team to 10 Man Squads, and take off the shas'ui team leaders - thats 185pts.
That way, I could add another 10 Fire Warriors for 100 pts.
85 points, thats a third devilfish with decoy launchers!

Second choice would be 125 points of vespid,
1 Strain Leader = 22pts.
6 Vespid = 96pts.
That leaves me 7 extra points to use later.

Third choice would be the simplest of all options,
take 2 squads of 5 gun drones - 120pts.
5 points spare - another vehicle upgrade possibly, a targetting array for the pathfinders devilfish.

What do you think? The first option means reducing te power of my shas'la teams, not ideal. The second is a unit that's a little fragile, though is used correctly could kill a few Meq, but they require cover otherwise even bolters could kill them. The third option is basic, however, each squadron is small enough to use as to absorb a charge here or there, almost sacrificial.....
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