Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

Where to start?
Reply
Old 09 Aug 2013, 23:02   #1 (permalink)
Kroot Warrior
 
Join Date: Oct 2007
Location: Birmingham, UK
Posts: 11
Send a message via MSN to Nuclear Mind Machine
Default Where to start?

Hi all, I'm pretty new around these parts, so be gentle!

In a recent clean up of our house, I stumbled across my younger brother's ancient Tau stuff. Seeing as he is not interested, he said I could have it, and this ignited my interest in 40K (I've always been a Warhammer Fantasy boy at heart). However, I have literally no idea where to begin, so here I am.

What I would like to know is if I have the basis of a pretty good force? My brother bought and semi-built this stuff back about 6 or 7 years ago, so I don't know if it holds up to the new book and new editions, but it would be great to know what's what and whether I need to buy a whole new bunch of stuff to even get started.

Seeing as I'm not entirely sure of what everything is, I'll list everything I have as best as I can from what I can work out from the new book.

So I have:

6 Battle Suits (varying range of equipment, could be anything, and could be rebuilt)
34 Fire Warriors (18 Rifles, 14 Carbines)
15 Gun Drones
12 Kroot (plus one Shaper, a hound and 2 Krootox)
2 Devilfish
1 Hammerhead

Is there any decent list that can he hashed together from this as I have no idea what I am doing... How many points do I have roughly? Have I got any big purchases up ahead of me to make this workable?

Actually, what might be useful is if someone could guide me towards a small 1000pt list or something to start out with? Something to show me the ropes and be pretty competitive.

Sorry for being such a massive noob, but I'm hoping the many adventures of learning about the 41st Millenium will be as much fun as the last ten years or so of Fantasy!

Cheers

Nuke
Nuclear Mind Machine is offline   Reply With Quote
Old 10 Aug 2013, 01:57   #2 (permalink)
Shas'Vre
 
Join Date: Apr 2010
Location: The Frozen North
Posts: 1,241
Default

You can make a very very strong list out of that. It's only a few models off from my old ultra competitive 1750-2000 point list (obviously smaller scale since all this stuff only adds up to approximately just below 1500 points... but it's got the same build idea behind it).

Tau have two basic play styles in the new codex; static or mobile. Further, it is a very balanced book with a ton of synergy. Before going about making a list I strongly recommend you give the book a read through a couple times and get a feel for what style of play you're looking for and how you might want to use your units to accomplish that goal best. Currently your brother's Tau appear to be prepared for 4th edition play, pushing in to 5th edition. This favoured mechanized mobility heavily, trading firepower for survivability. To get the most out of all of the models you have, that will likely provide more synergy... however... for a beginner, a Tau gunline is very easy to get the hang of and will perform admirably (especially against people who can't get their mind's out of the previous edition).
Carrelio is offline   Reply With Quote
Old 10 Aug 2013, 12:20   #3 (permalink)
Kroot Warrior
 
Join Date: Oct 2007
Location: Birmingham, UK
Posts: 11
Send a message via MSN to Nuclear Mind Machine
Default

Thanks for the reply! I had a look at your lists and they are very interesting.

I took your advice and read over the book a bit to learn a few tricks and get a feel. Ultimately, I think it is the mobile approach for me. It fits with the Hunter Cadre theme and allows me to use most of the models at my disposal. I also played Wood Elves in Fantasy, which means I have a certain grasp of not engaging the enemy!

I threw together a quick 1500pt list using the stuff I have, plus some Pathfinders as I love the models, so will be buying some soon!

Commander
Iridium Battlesuit, Onager Gaunlet, Fusion Blaster, Plasma Rifle, Missile Pod, Target Lock
2 Gun Drones

Crisis Bodyguard
2 Battlesuits, Fusion Blaster, Plasma Rifle, Missile Pod
4 Gun Drones

Stealth Team
2 Stealth Shasui, 1 Stealth Shasvre
2 Marker Drones
Fire Warrior Team
7 Shasla with Pulse Carbines

Devilfish
Disruption Pods, Sensor Spines, Seeker Missile

Fire Warrior Team
7 Shasla with Pulse Carbines

Devilfish
Disruption Pods, Sensor Spines, Seeker Missile

Fire Warrior Team
11 Shasla with Pulse Rifles, 1 Shasui
2 Marker Drones

Kroot Carnivore Squad
10 Kroot Carnivores, Sniper Rounds
1 Kroot Hound, 2 Krootox

Pathfinder Team
6 Shasla with Pulse Carbines, 3 Shasla with Rail Rifles, Pathfinder Shasui
Recon Drone, 2 Marker Drones

Hammerhead
Railgun with Submunitions, Seeker Missile, Disruption Pod, Sensor Spines


It's my first list so it's probably god awful. The plan is to keep the larger, rifle armed squad as a firebase, whilst the two fish mounted squads take objectives fast. The Kroot and Pathfinders will infiltrate and snipe. Meanwhile the Commander and his cronies plus the Hammerhead will take on the bigger threats.

With all the marketlights, I intend to knock out the big threats, plus transports early on, so I can dominate the game with the Devilfish mounted squads and the Crisis Team.

Who knows if it will work, but I can try!
Nuclear Mind Machine is offline   Reply With Quote
Old 10 Aug 2013, 13:09   #4 (permalink)
Shas'Saal
 
Join Date: Jun 2013
Location: Australia
Posts: 243
Default

Switch out the crisis bodyguards to a crisis team - cheaper and all you loose is guaranteed LOS to 2+ LOS

Do you have enough pulse rifles left over to make all of the fire warriors riflemen? it is better like that

Ditch the heavy weapons from the pathfinders and split them into two squads of five

you don't need the sensor spines on the hammerhead

use the extra points to get a third crisis team member

Change the loadout on the crisis suits to either 2 fusion blasters or 2 plasma rifles - specialist is better. Give them target locks so they can elite/tank hunt freely

Give the commander a drone controller instead of the missile pod. My advice for the other weapons are fusion blaster and cyclic ion blaster

If you have enough points, a worthwhile investment is longstrike: he turns a hammerhead into a major demolition vehicle
mirmidion43 is offline   Reply With Quote
Old 10 Aug 2013, 14:45   #5 (permalink)
Kroot Warrior
 
Join Date: Oct 2007
Location: Birmingham, UK
Posts: 11
Send a message via MSN to Nuclear Mind Machine
Default

Ok taking your advice on board (very much appreciated btw, thankyou) I have a new list ready!

Commander
Iridium Armour, Onager Gauntlet, Fusion Blaster, Cyclic Iron Blaster, Drone Controller

Crisis Team
1 Shasui, Twin Linked Fusion Blasters, Target Lock
2 Shasui, Twin Linked Plasma Rifles, Target Lock

Stealth Team
3 Stealth Warriors inc Shasvre, 2 Marker Drones

Fire Warrior Team
9 Fire Warriors, Rifles, inc Shasui, 2 Gun Drones

Devilfish
Seeker Missile, Disruption Pod, Sensor Spines

Fire Warrior Team
9 Fire Warriors, inc Shasui, 2 Gun Drones

Devilfish
Seeker Missile, Disruption Pod, Sensor Spines

Kroot Carnivore Squad
10 Kroot, Sniper Rounds, 2 Krootox, 1 Kroot Hound

Pathfinder Team
5 Pathfinders inc Shasui. 2 Marker Drones, 1 Recon Drone

Pathfinder Team
5 Pathfinders inc Shasui, 2 Marker Drones, 1 Recon Drone

Hammerhead Gunship
Commander Longstrike, Submunition Rounds, Disruption Pod, Seeker Missile

The list is essentially the same, but I have exchanged the number of bodies on the ground for upgraded equipment that should cause a bit more destruction. Now every unit is either mobile or able to infiltrate so that should help with my plan of running round the enemy and peppering them with fire.

However I still have 35 points to play around with? What would you recommend?
Nuclear Mind Machine is offline   Reply With Quote
Old 10 Aug 2013, 15:06   #6 (permalink)
Shas'Vre
 
Join Date: Apr 2010
Location: The Frozen North
Posts: 1,241
Default

I actually think the first pathfinder team with embedded heavy weapons is better than the second one without. Certainly no need to bring marker drones in the pathfinder team itself (just less accurate more expensive pathfinders at that point), and the railrifles make the pathfinders more than just a squishy light source.

The embedded marker drones without a drone controller do struggle pretty much everywhere, so consider an alternative use of those points.

Fun fact about the new Tau crisis suits... 2 weapons no longer mean twin-linked. You can take 2 separate guns and fire twice the shots! Statistically this is a way better option (same average damage and double the potential damage). You also only need target locks on the suits that you want to shoot at a separate target from the squad (meaning at least one won't need a target lock because the other two are shooting at a different squad).

Your devilfish doesn't NEED sensor spines... but they are a personal choice for a lot of Tau players (make it easier to move on a terrain dense board). Same goes for the hammerhead.

I don't know if you'll need all the seeker missiles. Yes they are currently filling your anti-AV12 and below bracket... but I can't help but wonder if you couldn't find a better way to get that done within the items you have present already.

Your Shas'O has equipment from all over the anti-tank map and it will end up jumbling his role a little bit. A fusion blaster and onager are great for taking out AV13+ while the CIB is better at anything AV12 and below. Consider what you want him to be doing and where you want him to be. Currently he doesn't really fit with your other mobile suit teams.
Carrelio is offline   Reply With Quote
Old 10 Aug 2013, 17:22   #7 (permalink)
Kroot Warrior
 
Join Date: Oct 2007
Location: Birmingham, UK
Posts: 11
Send a message via MSN to Nuclear Mind Machine
Default

Thankyou. It seems this is going to be a pretty hit and miss process, but I'm learning lots anyway!

I agree with you about the Pathfinders. I prefer the idea of them as one unit, and wanted the weapons to threaten bigger targets, rather than exclusively using them for markerlights and sacrificial roles. I've changed them to reflect this.

I didn't know that about the Crisis suits either, and that option makes a lot more sense. Good point about the Target Locks, too, changed that as well!

I've kept the Sensor Spines on the fish, just because it's not that expensive and could be very useful, particularly for the mobile style of play I want. It can get the Warriors into position quicker and easier! Likewise I've kept the Seeker missiles to target other rival transports. I want the monopoly on mobility!

I'm still stuck on the Commander, as I'm not sure what his role really is. I want him to join the three Crisis Suits, so ultimately he needs to be benefitting them a lot. I've thought about an option that I kind of like down below, but he can easily be changed! At the moment, I figure his Node can help out the Crisis Team, whilst his missile pods should add some decent and varied support.

Here goes, third time lucky!

Commander
Iridium Armour, 2x Missile Pod, Drone Controller, Command and Control Node, 2 Gun Drones

Crisis Team
1 Shasui, 2 x Fusion Blasters
2 Shasui, 2 x Plasma Rifles, Target Lock
4 Gun Drones

Stealth Team
3 Stealth Warriors inc Shasvre, 2 Marker Drones

Fire Warrior Team
9 Fire Warriors, Rifles, inc Shasui, 2 Gun Drones

Devilfish
Seeker Missile, Disruption Pod, Sensor Spines

Fire Warrior Team
9 Fire Warriors, inc Shasui, 2 Gun Drones

Devilfish
Seeker Missile, Disruption Pod, Sensor Spines

Kroot Carnivore Squad
10 Kroot, Sniper Rounds, 2 Krootox, 1 Kroot Hound

Pathfinder Team
7 Pathfinders inc Shasui with Carbines. 3 Pathfinders with Rail Rifles, 2 Gun Drones, 1 Recon Drone

Hammerhead Gunship
Commander Longstrike, Smart Missile System, Submunition Rounds, Disruption Pod
Nuclear Mind Machine is offline   Reply With Quote
Old 10 Aug 2013, 18:58   #8 (permalink)
Shas'Vre
 
Join Date: Apr 2010
Location: The Frozen North
Posts: 1,241
Default

I'd say this is definitely coming along and you'll probably be reaching the playtesting stage in the next few lists.

First and foremost... what point value are you going for... because currently I calculated this list to be in the middle of 1300-1400 points (factoring in a few upcoming changes)... which is a really random number. What is your goal size? Because currently the list could go either way; up to 1500 you need another heavy hitter and some more lights, down to 1000 you just need to trim a bit of the fat. Where do you want to go with this?

Now, for the commander... he looks confused at the moment. He's somewhere between a support'O and an light tank fighter. As for joining the commander to the crisis team, it's not a bad place for him to be if you gear him more towards that role, however the team is actually pretty self sufficient and fits its current role in the list very well without the commander joining them; he may be of more use elsewhere. For instance, you don't have that many markerlights (downright too few for 1500 points), and your anti-AV>12 is looking a little weak. Dropping the C&C node, giving him a target lock, switching his gun drones to markerdrones, and then dropping him in with the stealth suits would make for a very resilient and accurate little group of markerlights. This is just a suggestion though... alternatively a flak'O with double missiles, velocity tracker, and EWO could be useful just off on his own taking down flyers.
Carrelio is offline   Reply With Quote
Old 10 Aug 2013, 21:00   #9 (permalink)
Kroot Warrior
 
Join Date: Oct 2007
Location: Birmingham, UK
Posts: 11
Send a message via MSN to Nuclear Mind Machine
Default

My calculations bring the list up to 1495 at last count, and if I tweak the Commander to have a Target Lock instead of the Command Node, then it counts out at 1485. Either you or I are missing something here in our calculations and I'm not sure who!

I'll do some tweaks and see what I come up with...
Nuclear Mind Machine is offline   Reply With Quote
Old 10 Aug 2013, 21:27   #10 (permalink)
Kroot Warrior
 
Join Date: Oct 2007
Location: Birmingham, UK
Posts: 11
Send a message via MSN to Nuclear Mind Machine
Default

Ok, I cracked on with a majorly tweaked list, taking into mind what was said about the amount of markerlights and heavy hitters needed at 1500pts. It's a bit of a radical change of direction, but hey ho...

Commander
Iridium Armour, 2x Missile Pod, Drone Controller, Target Lock, 2 Marker Drones

Crisis Team
1 Shasui, 2 x Fusion Blasters
2 Shasui, 2 x Plasma Rifles, Target Lock

Crisis Team
1 Shasui, 2 x Fusion Blasters
2 Shasui, 2 x Plasma Rifles, Target Lock

Stealth Team
3 Stealth Warriors inc Shasvre, 2 Marker Drones

Fire Warrior Team
9 Fire Warriors, Rifles, inc Shasui with Markerlight and Target Lock, 2 Gun Drones

Devilfish
Seeker Missile, Disruption Pod, Sensor Spines

Fire Warrior Team
9 Fire Warriors, inc Shasui with Markerlight and Target Lock, 2 Gun Drones

Devilfish
Seeker Missile, Disruption Pod, Sensor Spines

Kroot Carnivore Squad
10 Kroot, Sniper Rounds

Pathfinder Team
5 Pathfinders (2 with Rail Rifles)

Pathfinder Team
5 Pathfinders (2 with Rail Rifles)

Hammerhead Gunship
Smart Missile System, Submunition Rounds, Disruption Pod


Ok, so I resplit the Pathfinders, but kept the Rail Rifles to make them annoying units, that can mark up two different units. Ultimately they could be one unit, and I could drop the markerlights on the Fire Warrior Teams in favour of a recon drone, but I'm not sure which is the better option here.

I've added another bunch of Battlesuits as I have the models already, and they seem to be pretty effective. I only had to drop a couple of Krootox and some drones to fit them in, and it seemed like a good idea, and fitting with the theme. I've kept them as versatile as the other team for good measure.

I dropped Longstrike on the Hammerhead because he was a bit too costly at this price range, and I'd rather have the bodies on the ground if I'm honest.

This list may be a bit markerlight crazy, but hey ho. Hopefully it's another step in the right direction?
Nuclear Mind Machine is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On