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#1 (permalink) |
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Guest
Posts: n/a
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This is my first Tau list so be gentle
Total-1500 HQ-165 165-Shas’o with Missile Pod, Shield Generator, Stimulant Injector, Hard Wired Multi Tracker, Iridium Armour, Hard-Wired Drone Controller, Shield Drone, Burst Cannon Troop-480 120-12 Fire Warriors 120-12 Fire Warriors 120-12 Fire Warriors 120-12 Fire Warriors Heavy Support-780 285-3 Broadsides all with Shield Generators, 1 is a team leader with hard wired multi tracker 285-3 Broadsides all with Shield Generators, 1 is a team leader with hard wired multi tracker 285-3 Broadsides all with Shield Generators, 1 is a team leader with hard wired multi tracker The reason I don't have Shas'ui with the Fire Warriors is because the army is a stone cold earth army and it just sits back at the table edge and nails everything with massive firepower |
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#2 (permalink) |
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Dec 2008
Posts: 1,074
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Without a Shas'Ui, the Leadership of your Fire Warriors is a bit low.
Maybe you could drop a unit or two of the Fire Warriors and get some Devilfish transports for the rest. They work great together. 9 Broadsides? And no Shield Drones for them? Targetting Array and Marker Drone are a bit of overkill for a twin-linked Rail Gun. However, I can imagine them mowing down almost a full Marine Squad each turn. Heck, even a Terminator Squad. And all your opponent's characters would just dive for cover and keep their heads down. Plus you would be the bane of any mechanized army.Anyway, I would get a Hammerhead as one of the Heavy choices.. |
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#3 (permalink) |
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Kroot Shaper
Join Date: Dec 2008
Posts: 42
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Personally I'd put shield drones on those broadsides. If you don't get first turn your opponent will blast them with everything they have and instant death is a terrible thing if you don't have an invulnerable save.
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#4 (permalink) |
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Kroot Shaper
Join Date: Jul 2008
Location: Singapore
Posts: 31
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OOOOOOOOH! 9 Broadsides!!!!!, Ok, first thing is, maybe use an Shas El with Targeting Array, eveything you put on him is fine. With the HQ outta da way, maybe load up on markerlights, you don't want those nasty monoliths/raiders hiding behind something (gives it a 4+ Cover save), thus a markerlight reduces their cover saves by 1.
If you fight an air/fire army, be prepared to face deep stiking nasties that can really mess up your day, if i'm any judge, podding his assaulters with scout bikers(w/ Locator beacon) into your gun line is REALLY going to hurt, i think spacing them(your bluies) out and getting as many shield drones on the table a priority
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Innocence proves nothing |
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#5 (permalink) |
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Shas'Ui
![]() ![]() ![]() Join Date: Jun 2008
Posts: 740
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Call me crazy but I just had an idea. Give all 9 broadsides plasma rifles and mutli trackers. The 'vres could hard wire the multi trackers to add shield generators, drone controllers, and 2 shield drones each (or marker drones, it would up the number of rail hits from 2.25 to 2.66 per squad and plasma hits from 2.25 (4.5 in rapid fire range) to 2.66 (5.33 in rapid fire range) per squad).
So then, the Fire warriors kill the soft targets, the Broadsides the hard. I would outfit your commander as a 'El with twin linked missile pods and an AFP (with a hard wired mutli tracker and a couple drones of course) to handle the targets to hard for fire warriors, but not worth wasting broadsides on. Lastly, give the fire warriors an 'Ui. Leadership 7 is about a 50% chance of passing. With leadership 8, this goes to around 70%. Anyway, this is a good concept for a list and I hope it works for you. The only problem this army will have is when it is an objective based game and the enemy can get to yours, but you can't get to his/hers. With this in mind, when/if you go to 2000 points, add a devilfish for each fire warrior team (kitted out, 4 devilfishes should come to around 500 points).
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#6 (permalink) |
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Guest
Posts: n/a
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As an add to the previous advices concider giving your broadsides advanced stabilisation systems because it keeps them a bit mobile(3,5 inches on average). futher your commander is very well defended while he aint capable of dealing a lot of damage, in my opinion that's a lost of points.
Your making your first Tau army so decide what you want; mobility, firepower, or a bit of both. the army you present has only 1 unit which is able to move and fire in the same turn and that's a lack. The idea over getting a lot of broadsides on the table is a good idea cause who doesn't love TL railguns. |
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#7 (permalink) |
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Shas'El
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nice, a bit cheesy but nice. Think about droping the Shield generators for DC and a shield drone or two and give them all Multi-trackers, that brings you up to 84 STR 5 ap 5 shots a turn... just for good ol' math hammer purposes that's about 9 dead marines. or 3 dead vehicles and a lot of dead guardsmen.
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"The Imperium has abandoned us brothers! And these blue-skinned "saviors" seek only to enslave us. Follow me and march to freedom so we might transform the galaxy into a peaceful place for all sentient species!" -- Commander Alexander of the 88th Aldarian Phoenix Regiment |
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