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1750pts army
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Old 21 Feb 2005, 23:01   #1 (permalink)
Shas'Ui
 
Join Date: Jan 2005
Location: sweden
Posts: 986
Default 1750pts army

wing of sunfire Tau Army

1 Commander Shas'o (HQ) @ 135 Pts
Missile Pod; Plasma Rifle; Shield Generators
Hard-wired multi-tracker

1 Ethereal (HQ) @ 50 Pts
2 Close Combat Weapons

1 Crisis Battlesuit Team (Elites) @ 145 Pts
Missile Pod; Plasma Rifle; Multi-Tracker
1 Team Leader
Missile Pod; Plasma Rifle; Target Lockers
Hard-wired multi-tracker

1 Crisis Battlesuit Team (Elites) @ 145 Pts
Missile Pod; Plasma Rifle; Multi-Tracker
1 Team Leader
Missile Pod; Plasma Rifle; Target Lockers
Hard-wired multi-tracker

4 Stealth Team (Elites) @ 130 Pts
Burst Cannon (x4); Bonded

12 Fire Warriors (Troops) @ 210 Pts
Pulse Rifle (x11), pulse carbine (x1)
Shas'ui, bonding

1 Devilfish Dropship @ [80] Pts
Burst Cannon; Landing Gear
2 Gun Drones

12 Fire Warriors (Troops) @ 215 Pts
Pulse Rifle (x11), Pulse carbine (x1)
Shas'ui, bonding

1 Devilfish Dropship @ [85] Pts
Burst Cannon; Landing Gear
2 Gun Drones
Disruption Pod

12 Fire Warriors (Troops) @ 120 Pts
Pulse Rifle (x12)

9 Fire Warriors (Troops) @ 100 Pts
Pulse Rifle (x10)

9 Fire Warriors (Troops) @ 100 PtsPulse Rifle (x10)

9 Fire Warriors (Troops) @ 90 Pts
Pulse Rifle (x9)

1 Hammerhead Gunship (Heavy Support) @ 160 Pts
Railgun; Two Burst Cannons; Landing Gear
Targetting Array
Multi-tracker

1 Broadside Battlesuit Team (Heavy Support) @ 75 Pts
Smart Missile System; TL Railgun; Multi-Tracker

1 Broadside Battlesuit Team (Heavy Support) @ 75 Pts
Smart Missile System; TL Railgun; Multi-Tracker

Models in Army: 82


Total Army Cost: 1750


this is the finally army that Ill bring along to tournaments. All thats left now is to paint it all up!
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Old 21 Feb 2005, 23:20   #2 (permalink)
Shas'O
 
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Default Re: 1750pts army

I like the army overall, as it has a lot of different individual squads (helps with targeting vs you). But I have to say that you should condense your firewarriors to full squads, and tweak it overall. Disruption pods on a devilfish but no decoy launchers? Or perhaps you meant to put decoy launchers? Other things involve the Crisis suits that have team leaders, as it's not necessary to do that since there's not enough solid firepower to bother splitting your fire (rule of thumb that can work for you, twinlinked weapons work with target locks, but otherwise, target locks are better left on broadsides). The hammerhead really needs a decoy launcher as well, as it's too important to be downed with a bad glance roll. Maybe losing the Shas'O and shield gen for a Shas'el and you'll have enough points to put some gundrones on your broadsides to absorb the first lascannon blasts they recieve
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Old 22 Feb 2005, 02:53   #3 (permalink)
Shas'Ui
 
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Default Re: 1750pts army

Im sorry, but theres not much I can do about the list as I lack alot of parts!
And the main idea for me splitting up all the FW:s is to be able to target more units..

But Ill take your suggestions into concideration and see what I can do!
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Old 22 Feb 2005, 13:14   #4 (permalink)
Shas'Saal
 
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Default Re: 1750pts army

I`ve got to agree with [shadow=red,left]MalVeaux[/shadow], but I`d like to add something as well. U didn`t bond a ton of units! Do you want a fleeing group of 8 to be able to regroup or not? I realise the points might be insufficient, but still. And, u have 8 troops choices, or don`t vehicles count. Correct me if its so.
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Old 22 Feb 2005, 13:50   #5 (permalink)
Shas'Ui
 
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Default Re: 1750pts army

Nope transports doesnt count towards troops choices!

ANd with the bonding thing I only bonded the Xv15 as I rely on my Ethereal to take care of any tests!
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Old 22 Feb 2005, 16:51   #6 (permalink)
Shas'La
 
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Default Re: 1750pts army

I like the list, if only because of the absurd number of troops you are fielding will cause your opponent to probably split firepower, waste time trying to push small units off of objectives and possibly make some mistakes due to the panic of seeing wave after wave of FW make morale checks.* Cause you will be taking a LOT of morale checks with this army.
I'm assuming this is your army as it stands and there is no room to add another HH...cause that's what I'd do if able to play around with it.* If there isn't much room for total rework, then I'd like to propose some simple and hopefully cheaper changes:
1.* HQ is great.* I don't like taking the Shield Generator, but it seems like a popular choice.* I'd downgrade to shielded Fire Knife shas'el to score a few points.
2.* Ethereal is fine.* Nice to see you didn't bother with any upgrades.*
Elites:
1.* Swap the HW MT on the Team leaders to HW Target locks and then deck 'em out in standard FK combo (PR/MP/MT).* It's cheaper that way.* It squeezes a few more points out of that set up.* Not much, but every point counts.
2.* Simple and effective stealth team.* I like.

Troops:
1.* With any points saved above, I'd give the DF FW squads Decoy Launchers instead of Disruption pods.* Hopefully you can use cover to advance and the DL is more useful if the FoF is your attack combo of choice.
2.* I'd also follow everyone else's suggestion and fill out FW teams as much as possible.* Right now you have 1 (12), 3 (9).* I'd go 3 of 12, which would spare you enough points to bond the teams or add a Shas'ui.* You're losing a bit of flexibility on 4 squads vs. 3, but you still have 2 squads in DF for a total of 5.* In fact, if you can, I'd probably drop an entire FW team and get Kroot.* Nothing like 60 CC attacks lurking in cover to slow down your opponent's march on the Ethereal (and he will be targeted early and often).

Heavy Support:
1.* It's fine.* I'd rather field 2 HH than 1 HH/2 Broadside, but I also try to maintain full mobility now that I've played it.* With the Ethereal, you're going to need a fire base and 2 BS works great.* I wish there was some way to avoid the MT as it's just wasted points since your SMS rarely targets the same thing as the RG, but what other cheap option are you going to stuff in there...TLs?* Bleh.* Wish you could fill that slot with a Blacksun Filter for tourneys.
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Old 22 Feb 2005, 17:37   #7 (permalink)
Shas'Ui
 
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Default Re: 1750pts army

Theres just one thing about the above post..

I field 2*12 FW in fishes, 1*12 FW and 3*9 FW on foot = 6 groups and a total of 60 FW

+ As I said Im missing alot of the extra parts to make most off the adjustments that you said, as I bought 75% of the army from a friend!
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Old 22 Feb 2005, 19:06   #8 (permalink)
Shas'Saal
 
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Default Re: 1750pts army

Quote:
Originally Posted by Apocalyptic
Nope transports doesnt count towards troops choices!

ANd with the bonding thing I only bonded the Xv15 as I rely on my Ethereal to take care of any tests!
possibilities, possibilities...

PS: the ethereal can take care of tests, but if u WANT to fall back, to avoid cc, or duck further lethal fire, being able to fall back and regroup even below 50% is what I find useful. But thats up to you
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Old 22 Feb 2005, 20:07   #9 (permalink)
Shas'La
 
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Default Re: 1750pts army

Why bond the stealth suits? The only time it would ever come into play is if there is 1 suit left....2 suits and they're still at 50%, not below, and all dead....well, no need. Make the squad larger, or save the points and ditch bonding.

I'd take a second hammerhead instead of the 2 broadsides...much more survivable.
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Old 22 Feb 2005, 20:38   #10 (permalink)
Shas'Ui
 
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Default Re: 1750pts army

I do unfortunatly happen to be very fond of the XV88, and thus I included 2 of them. And on the other side is it that I dont think that tanks are that funny but sometimes you just need to include one for a fair chance of winning a battle.

But my main idea with the XV88 is that they will remain stationary with my FWs and form a fire base. And as the Xv88 has a longer range they are set up behind my FW and thus they arent the closest target whiich means that the enemy may fail to attack them!
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