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Hybrid Tau: 1850 Orc Buster!
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Old 07 Jul 2009, 23:01   #1 (permalink)
Shas'Saal
 
Join Date: Feb 2009
Location: Switzerland
Posts: 228
Default Hybrid Tau: 1850 Orc Buster!

Here's the list that was created after viewing this thread. The tactics pertaining to the different units and the overall strategy come after the list. If you feel I've missed something out or there is a flaw let me know. We are playing for objectives.

*************** 1 HQ ***************
Commander Shas'el
+ 1 x AFP, 1 x Missile, TA, HWMT, Stims
- - - > 107 Points

*************** 2 Elites ***************
Crisis Flamers
+ Crisis Team Leader, 2 x Flamers, 1 x Missiles, Bonding Knife
+ Crisis, 2 x Flamers, 1 x Missiles
+ Crisis, 2 x Flamers, 1 x Missiles
- - - > 139 Points

Crisis Missiles
+ Crisis Team Leader, 2 x Missiles, 1 x Flamer, Bonding Knife
+ Crisis, 2 x Missiles, 1 x Flamer
+ Crisis, 2 x Missiles, 1 x Flamer
- - - > 151 Points

*************** 4 Troops ***************
12 Fire Warriors
+ Shas'ui, Bonding Knife
- - - > 135 Points

12 Fire Warriors
+ Shas'ui, Bonding Knife
- - - > 135 Points

12 Kroot, 7 Kroot Hounds
- - - > 126 Points

12 Kroot, 7 Kroot Hounds
- - - > 126 Points

*************** 2 Fast Attack ***************
4 Pathfinders
+ Shas'ui, Bonding Knife
+ Warfish with Beacon, SMS, TA, MT, Flechette Discharger, DP ->
- - - > 130 + 63 = 193 Points

4 Pathfinders
+ Shas'ui, Bonding Knife
+ Warfish with Beacon, SMS, TA, MT, Flechette Discharger, DP ->
- - - > 130 + 63 = 193 Points

*************** 3 Heavy Support ***************
Hammerhead, RailGun, 2 Burst Cannons
+ MT, TL, DP
- - - > 170 Points

Hammerhead, RailGun, 2 Burst Cannons
+ MT, TL, DP
- - - > 170 Points

2 Broadsides, 2 x A.S.S.
+ Broadside Team Leader, 2 x Shield Drones, Bonding Knife, HWMT
- - - > 205 Points


Tau : 1850


Notes

Considering I'm playing against an Orc enemy I'm thinking of dropping the goodies on the Broadsides to losen up some points. Drones only really help when the unit comes under fire. I could drop everything that has to do with the leader to gain 45 points. With those points I could in turn buff my Commander (Shas'O + Shield Gen - TA = 35) and add a Flechette Discharger to one of my Hammerheads. I could also just take a little of the stuff away (Shield Drones + MT) to get 35 points. This I could in turn use to buff my commander or add Flechettes to both 'heads and and one Hound to each squad. Let me know what you would do.

Tactics

The Front Line
First of all: the Beaconed Warfishes are given to my Fire Warriors which form a mobile anti-assualt FoF formation. Behind this mobile wall my Flamer-suits will JSJ. Rapid Fire and Flamers should take care of any Boyz. The Flechettes are just the icing on the cake.

The Meat in the Middle
My Missile-suits will stay in the middle and defend the Pathfinders when needed which will hopefully be placed in opportune positions. The Hammerheads will be floating around in this area as well to try and use the Burst Cannons to realize their full potential. My Commander will also be hopping around here laying down the big template and some rockets.

A Long Ways Away
The Broadsides will be far far back. Shooting at anything that needs to leave the map.

Conclusion
In conclusion I have to say I've never played against an Orc enemy. I'm not sure how (or if) he's specializing in Big Mek, Speed Freaks or Boyz. With this list I am trying to cover all possibilities that an Orc could bring to the table. My enemy will be fielding a highly competitive tournament list built for holding objectives. My job is to point out any weaknesses by making an equally competitive list.

A couple things that I'm not to sure about are the goodies on the Broadsides, the Fast Attack branch and the tactical layout. Normally I'm pretty happy with the broadsides (without the TA) but in this game I'm not sure whether shield drones will do much good. I think increasing the overall fire-load might be better á la "the best defense is a good offense!" In Ninja builds I love the 'free' Beacons, however in a Hybrid list I don't see them being as effective. Another thing that worries me is how fragile my Troop choices are. The Kroot are pretty much dead if they don't flank or lie down in a forest and the Fire Warriors form the front lines of my offense. If the Kroot manage to hold the forested objectives and the Fire Warriors and their Transports somehow miraculously survive I think I will have a good chance (especially if I mowed down his Boyz).

As always thanks for reading, considering and commenting in this thread. I really appreciate your input.
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Old 07 Jul 2009, 23:36   #2 (permalink)
Shas'Saal
 
Join Date: Jun 2009
Posts: 104
Default Re: Hybrid Tau: 1850 Orc Buster!

I'd drop one of the broadsides if he doesn't have a fair amount of bikes on the board. But since almost all of the ork players out there are excited about their bikes Instant death via Broadsides and FBs took the bikes out of the ork armies that I play with. I ask if he is going to play a bunch of bikes this time. If the answer is yes I bring the Broadsides and FBs. If not Railheads, flamers and burst cannons.

Replace the kroot with FWs. In my experiance you don't need bonding knives as when you're assaulted by 30 boys there in no one left to rally. For the 30 points you can have 3 more FWs. Need some shield drones on your commander and suis for when they are assaulted by 'Ard boys with Power fists.

I'd also drop one of your pathfinders to get another set of crisis suits.

Move 6 inches each movement phase with your tanks and to get your 4+ inv save from assaults.
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Old 07 Jul 2009, 23:44   #3 (permalink)
Shas'Vre
 
Join Date: Jul 2009
Posts: 1,014
Default Re: Hybrid Tau: 1850 Orc Buster!

If I'm remembering correctly, twin linked flamers only allow you to reroll wounds, not sure if you get two templates. If this is the case, switch them for the same as your other suits, because 12 missiles per round is going to tear some stuff up.

Ignore putting any flechettes on your tanks, if they got to your back line were the tanks are and are swinging, its probably over. You should keep your railheads out of range/LOS of any ork rockets and only move them forward to help cover any retreat/shield your troops.

Since you have multitrackers on your broad sides, keep them behind your fire warriors, so you can use both rails and missiles effectively. The shield drones will keep them going as any orc army is going to have something heavy that will threaten them.

Keep your kroot hidden/out of LOS and use them to deal with any meger troops that get too close, your going to be wanting to shoot at Nobs and such rather than the basic guys when given a chance. If you would rather not then certainly more firewarriors can never be a bad thing.

Personally I would drop the missile on the HQ, drop the TA, add a flamer and vectored retro-thrusters. This way your HQ can act like a nice target, even get some good kills off before breaking melee and running to get ready to take another shot. For more info read what the hit and run special rule, that the thrusters gives, is in the 5th manual.

Also the broadsides can be used to shoot whatever command squad the enemy has, should he not have many vehicles. Instant death to a big orc is a very scary thing.
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Wins Ties Losses
Tau 19 10 8 (Hybrid army)
Orks 15 3 2 (Mekboy and weirdboy based force with boyz, deffkoptas and walkers)
Chaos12 2 4 (Infantry based chaos)
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Old 08 Jul 2009, 00:10   #4 (permalink)
Shas'Saal
 
Join Date: Feb 2009
Location: Switzerland
Posts: 228
Default Re: Hybrid Tau: 1850 Orc Buster!

I cut some things away here and there and added 12 Fire Warriors. These Warriors will no have a Transport making them slightly more static. However, in an objectives game having more Troops can be beneficial. The cost however, is that they will run away faster and not be able to collect themselves. I love when in Turn 6 four Fire Warriors manage to hold a game-defining objective. I made some other changes. Let me know if you like/dislike any of them. I'm probably going to end up mixing the two lists. This list is very offensive with very few bonding knifes and no shield drones. Changed units are marked Changed.

*************** 1 HQ ***************
Commander Shas'el
+ 1 x AFP, 1 x CiB, TA, HWMT, Stims
- - - > 107 Points
Changed

*************** 2 Elites ***************
Crisis Flamers
+ Crisis Team Leader, 2 x Flamers, 1 x Missiles, Bonding Knife
+ Crisis, 2 x Flamers, 1 x Missiles
+ Crisis, 2 x Flamers, 1 x Missiles
- - - > 139 Points

Crisis Missiles
+ Crisis Team Leader, 2 x Missiles, 1 x Flamer, Bonding Knife
+ Crisis, 2 x Missiles, 1 x Flamer
+ Crisis, 2 x Missiles, 1 x Flamer
- - - > 151 Points

*************** 4 Troops ***************
12 Fire Warriors
- - - > 120 Points
Changed

12 Fire Warriors
- - - > 120 Points
Changed

12 Fire Warriors
- - - > 120 Points
Changed

12 Kroot, 6 Kroot Hounds
- - - > 120 Points
Changed

12 Kroot, 5 Kroot Hounds
- - - > 114 Points
Changed

*************** 2 Fast Attack ***************
4 Pathfinders
+ Warfish with Beacon, SMS, TA, MT, Flechette Discharger, DP ->
- - - > 130 + 48 = 178 Points
Changed

4 Pathfinders
+ Warfish with Beacon, SMS, TA, MT, Flechette Discharger, DP ->
- - - > 130 + 48 = 178 Points
Changed

*************** 3 Heavy Support ***************
Hammerhead, RailGun, 2 Burst Cannons
+ MT, TL, DP
- - - > 170 Points

Hammerhead, RailGun, 2 Burst Cannons
+ MT, TL, DP
- - - > 170 Points

2 Broadsides, 2 x A.S.S.
- - - > 160 Points
Changed


Tau : 1850

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