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2000 point potential Tau list
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Old 12 Jun 2013, 10:16   #1 (permalink)
Shas'Saal
 
Join Date: Jun 2013
Location: Australia
Posts: 243
Default 2000 point potential Tau list

Hey everyone, I'm looking for advice on a potential Tau list before I actually buy the models. I have done some testing and it has performed pretty well but I would like to hear your opinions

Here it is: Kau'ui Kauyon

--HQ--

Shas'O Mont'yr Shi - Battlesuit Commander with Cyclic Ion Blaster, Airbursting Fragmentation Projector, Shield Generator, Drone Controller, Iridium suit, 2 marker drones - 202 points

The Mal'caor Kor'vesa - Crisis bodyguard team, one with 2 plasma rifles, not twinlinked and one with a fusion gun and flamer, both have shield generators and 2 marker drones - 206 points

--Elites--

Shas'vre Or'es Ves'ron - Riptide battlesuit with ion accelerator, twin linked smart missile system, velocity tracker, target lock and two shielded missile drones - 260 points

--Troops--

The Darkfires - 12 man firewarrior team, shas'vre w target lock and markerlight - 133 points

The Vicious Strike - 12 man firewarrior team, shas'vre w target lock and markerlight - 133 points

--Dedicated Transports--

"Greased lightning" - devilfish with disruption pod and twin linked smart missile system - 105 points

"Racing flame" - devilfish with disruption pod and twin linked smart missile system - 105 points

--Fast Attack--

The M'yen Mont'ka - 10 man pathfinder team w 3 railrifles, recon drone, pulse accelerator drone, shasa'vre with two markerlight drones and blacksun filter - 232 points

--Heavy Support--

The Shrieking Doom - 3 man broadside team with twin linked high yield missile pods and a twin linked smart missile system - 195 points

The Wailing Doom - 3 man broadside team with twin linked heavy rail rifles, twin linked smart missile system and target lock - 255 points

"Whistling Death" - Commander Longstrike Hammerhead with submunition railgun and twin linked smart missile system - 175 points

Cadre strength: 2001 points

The basic idea is a heavy gunline at the back with a highly mobile defence force for it. The range on the big guns means that they can just sit in the back and open fire while the enemy has to come to them and then the pathfinders and commander team can markerlight them for annihilation by firewarrior and missileside. Anti air is covered by the riptide and railsides
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Old 14 Jun 2013, 15:02   #2 (permalink)
Shas'La
 
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few things:

-You gain almost nothing by bringing in the crisis suits as Bodyguards, if your gonna have fusion blasters you may want to consider bringing the target lock on him instead of the shield, that way your not wasting a turn of shooting, actually you may want to focus the commander, hes little too specific, which normally wouldn't be a deal except that that specificity is separate from the rest of his unit. consider making him a plasma suit

-target lock on the riptide it pointless, find another use of 5 points

-at 2000 points just 2 units of firewarriors are gonna be pretty sparse, cut back on the toys, a good idea for most armys is this, a unit of troops for every 500 points

-ur gonna want to split up that squad of pathies, pulse accelerator drone isnt that great with a unit ur going to be using as markerlight support mostly,

-dont ur railsides need vel. trackers for anti-air, 3 TL shots is still only 1 or 2 hits per turn with a str 8 weapon, not going to be taking out much with that

-the long strike head is gonna want dis. pods. fo sho.....
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Old 15 Jun 2013, 00:55   #3 (permalink)
Shas'Saal
 
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Sorry, I actually wrote some things wrong with the first attempt, for example the railsides do have velocity trackers, not target locks.

Here is attempt 2:

Kau'ui Kauyon

--HQ--

Shas'O Mont'yr Shi - Battlesuit Commander with Cyclic Ion Blaster, Fusion blaster, Shield Generator, Drone Controller, Iridium suit, 2 marker drones - 202 points

--Elites--

The Mal'caor Kor'vesa - Crisis team

Suit 1: Fusion blaster and target lock, 2 markerlight drones
Suit 2: Fusion blaster and target lock, 2 markerlight drones
Suit 3: Shas'vre, Multi-Spectrum Sensor Suite, Neuroweb System jammer - Total 186 points

Shas'vre Or'es Ves'ron - Riptide battlesuit with ion accelerator, twin linked smart missile system and velocity tracker - 205 points

--Troops--

The Darkfires - 12 man firewarrior team - 108 points

The Vicious Strike - 12 man firewarrior team - 108 points

The Patient Ones - 12 man firewarrior team - 108 points

--Dedicated Transports--

"Greased lightning" - devilfish with disruption pod - 95 points

"Racing flame" - devilfish with disruption pod - 95 points

"Stabbed Rat" - devilfish with disruption pod - 95 points

--Fast Attack--

The M'yen Mont'ka - 5 man pathfinder team w shasa'vre with a shield drone and blacksun filter - 78 points

The Lhas'rhen'na - 5 man pathfinder team w shasa'vre with a shield drone and blacksun filter - 78 points

--Heavy Support--

The Shrieking Doom - 3 man broadside team with twin linked high yield missile pods and a twin linked smart missile system - 195 points

The Wailing Doom - 3 man broadside team with twin linked heavy rail rifles, twin linked smart missile system and velocity tracker - 255 points

"Whistling Death" - Commander Longstrike Hammerhead with submunition railgun, twin linked smart missile system and disruption pod - 190 points

Cadre strength: 1998 points

Last edited by mirmidion43; 15 Jun 2013 at 04:23.
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Old 16 Jun 2013, 00:58   #4 (permalink)
Shas'Saal
 
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I've had a question about numbers of broadsides from outside the forum. Do you guys have any comments on them?
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Old 16 Jun 2013, 05:57   #5 (permalink)
Shas'Vre
 
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6 broadsides is fine. Some people argue that they are the key to unbeatable broken cheese Tau (those people are wrong... but... let them have their dreams). The new codex is well balanced, you can take the units you want so long as you have the troops to do the job at the end of the day (this is 6th edition after all... home of the objective games!).
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Old 16 Jun 2013, 06:01   #6 (permalink)
Shas'Saal
 
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Quote:
Originally Posted by Carrelio View Post
6 broadsides is fine. Some people argue that they are the key to unbeatable broken cheese Tau (those people are wrong... but... let them have their dreams). The new codex is well balanced, you can take the units you want so long as you have the troops to do the job at the end of the day (this is 6th edition after all... home of the objective games!).
speaking on that, am i still short on bodies?
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