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help!
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Old 08 Sep 2008, 03:45   #1 (permalink)
Kroot Shaper
 
Join Date: Sep 2008
Posts: 49
Default help!

Hi im pretty new to 40k and i pick tau as my army i will be mainly fighting daemons,spacemarines, necrons and dark eldar i tryed to make a army that is fairly mobile and can melt abita face lol this is my list for 1500 points. i dont realy know much about warrhammer i just picked what i thought looked kool and was strong any comments and advice are apreciated =D

HQ
Commander Shadowsun 175
Shas'o125
plasma rifle,cyclic ion blaster, vectored retro thrusters, hard wired multi tracker and a failsafe detanator
Elite
2 xv8 crisis battle suits 104
missile pods, burst cannons, multi trakers
3 stealth suits 110
shas'vre marker light
Troops
7 fire warriors 80
shas'ui
10 kroot carnavore 115
shaper, 4 hounds
10 kroot carnavore 115
shaper, 4 hounds
fast attack
8 pathfinders 224
shas'ui,photon grenades, 3 rail rifles, devilfish transport
8 vespids 150
1 strain leader
Heavy Support
2 brooadside battle suits 140
hammer head gunship 160
rail gun, burst cannons, fletchete discharger
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Old 08 Sep 2008, 04:21   #2 (permalink)
Shas'Vre
 
Join Date: Sep 2007
Posts: 1,958
Default Re: help!

First of all, learn to use punctuation! It makes your posts much easier to read. Having said that, ...

Failsafe detonator, while cool, is useless on a lone suit. It could be used if the Shas'o is attached to one of the other squads, but you'd be sacrificing your most expensive model to save the rest. Plasma Rifle and CIB is my favorite commander package, though.

I would make the stealth shas'vre into a shas'ui team leader with markerlight and multi-tracker. Same points, but you can fire both the burst cannon and the markerlight.

Awfully small fire warrior squad, but there's no rule they have to max out or anything. Kroot squads look good, although I find the shaper is rarely worth his points.

You didn't specify any upgrades to the pathfinders' devilfish. You can run it that way, but most players at least spring for the disruption pod.

No upgrades are listed for the broadsides. They should probably have at least a couple of shield drones, and look seriously at the Advanced Stabilization System.

The hammerhead should have a disruption pod; it's too cheap and too useful to not have one.

You didn't list a point value, but I assume that you have at least 1500? Shadowsun won't bother to show up if there isn't at least 1500 points on the field!

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Old 08 Sep 2008, 04:33   #3 (permalink)
Kroot Shaper
 
Join Date: Sep 2008
Posts: 49
Default Re: help!

sorry bout the punctuation, ya the list is for 1500. i don't really know what I'm doing i want to have an army that can compete with melee heavy teams like daemons and dark eldar. thank you for your advice
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Old 08 Sep 2008, 04:39   #4 (permalink)
Shas'Vre
 
Join Date: Sep 2007
Posts: 1,958
Default Re: help!

Quote:
Originally Posted by iunno
sorry bout the punctuation, ya the list is for 1500. i don't really know what I'm doing i want to have an army that can compete with melee heavy teams like daemons and dark eldar. thank you for your advice
Melee-heavy is tough for tau. While kroot, Vespid, and high-ranking crisis suits help, the best way for tau to survive melee is to stay out of it. That means you need to meet melee with mobility. Anything that can jump-shoot-jump (crisis and stealth suits) are nice and quick. For the static units (fire warriors, pathfinders, sniper drones, etc.), try to have a devilfish or two nearby so they can evacuate if an assault squad gets too close. And if you see a large squad of marines with jump packs and swords, HIT THEM WITH EVERYTHING YOU'VE GOT!
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Old 09 Sep 2008, 03:48   #5 (permalink)
Kroot Shaper
 
Join Date: Sep 2008
Posts: 49
Default Re: help!

Thank you for takeing the time to help me, ive redone my army list abit and used some of the tips you told me. im keeping the shaper just cause i already bought and painted one lol. If you have any more advice for me i really apreciate it.

HQ
---
Commander Shadowsun 175
Shas'o 130
plasma rifle, cyclic ion blaster, vectored retro thrusters, hard wired muti tracker, stimulant injector
Elites
-----
3crisis battle suits 156
missile pods, burst cannons, multi trackers
4 stealth suits 140
team leader, multi tracker, maker light
Troops
-------
10 fire warriors 210
shas'ui, bonding knife, marker light, devil fish transport, decoy launcers
14 kroot carnavore 154
1shaper, pulse rifle, 5 hounds
Fast Attack
-----------
8 pathfinders 145
shas'ui, bonding knife, 3 rail rifles, gundrone
8 vespidsting wings 150
1 strain leader
Heavy support
--------------
hammer head gunship 165
rail gun, decoy launchers, fletchette discharger
broadside battle suit 75
multi tracker

i have a devil fish transport im not realy sure to use it with the path finders or the fire warriors
oh and this army is 1500 points on the dot


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Old 09 Sep 2008, 04:38   #6 (permalink)
Shas'Saal
 
Join Date: Dec 2004
Location: The ass end of nowhere(Auckland New Zealand)
Posts: 104
Default Re: help!

The devilfish HAS to be taken as part of the pathfinder squad, you have no choice in the matter. A fish for Pathfinders is compulsory.

Once it is deployed on the table, then you can use it to transport other units.
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Old 10 Sep 2008, 04:34   #7 (permalink)
Kroot Shaper
 
Join Date: Sep 2008
Posts: 49
Default Re: help!

ok so the fish goes with the path finders heh, how does the rest of the army look?
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Old 11 Sep 2008, 01:55   #8 (permalink)
Shas'Ui
 
Join Date: Jun 2008
Posts: 740
Default Re: help!

pretty good except I would consider switching the Retro Thrusters for a shield generator.
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Old 11 Sep 2008, 02:18   #9 (permalink)
Kroot Shaper
 
Join Date: Sep 2008
Posts: 49
Default Re: help!

ok thanks guys =D
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Old 11 Sep 2008, 22:14   #10 (permalink)
Shas'Ui
 
Join Date: Aug 2008
Location: USA, Iowa
Posts: 938
Default Re: help!

Drop the Light on the FWs, heres why, you didnt give him a multitracker and a target lock so he cant fire his pulse rifle and he has to fire at what his squad fires at, who can't benifit from it, and in addition to that they have to stay stationary to be able to fire the marker light so if and when they hop out of your D fish he cant fire it, besides you already have 8 pathfinders

add a target lock on your Stealthie leader so he can use that markerlight and his squad isnt going why the hell am i shooting at this, because normal markerlights cant help the squad its fired from

id drop the vespids but ive already told you my opinion on them so ill save you the trouble

broadside, drop the MT on it, seriously your either going to fire the SMS or the Railgun and one is going to be really useless most of the time at what your firing at maybe give him TLPRs and a MT or something, personally id give him a A.S.S.

Hammerhead
you need to give it a MT so you can move it 12" and still shoot its Railgun and then it can only be hit on a 6 in CC if it moves that far

hope it helps

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