WH40K: Opinions on p[ossible tau army
Posted: 2004-06-18 07:00pm
Since i've finally found that at uni i'll have time and people to play 40K with i've got back into it.
Since i haven't played inm a while and never played with Tau here's a basic 1,000 point list for scrutiny:
numbers in brackets are individual points cost
HQ:
-Shas'o Commander (75), twin linked plasma rifles (24) missle pod (14) Hard wired multi tracker (10) HW drone controller (2) with two shield drones (30)
+ 2 Bodyguards (80)
BG1 - burst cannon (10) missle pod (14) multi tracker (5) HW target lock (7)
BG2 - Fusion blaster (12) missle pod (14) multi tracker (5) HW Drone controller (2) with two shield drones (30)
Total cost: 334
Notes: The multi trackers allow maximum fire power. The target lock on BG1 allows it to fire at a more worthwhile target if the others attack heavyly armed targets that would shrug off it's burst cannon (ST 5 AP 5 Assault 3). The plasma rifles (ST6 AP 2 Rapid Fire) and fusion blaster (ST8 AP1 Assault 1, melta) provide fire to crack armoured targets and tanks. The missle pods can be nasty against light vehicles and lightly armoured troops as well ( ST 7 AP4 Assault 2). SO over all this unit can pretty much take on anything. The shield drones will help keep them alive (hits must be allocated to drones before others, 4+ invunerable ssave)
Troops:
2 squads of 12 fire warriors = 240
Notes: not much. Troops to provide fire. Have a decent basic weapon (ST5 AP5 Rapid Fire) Squads may be broke down into units of 6 instead.
Heavy Support:
- Broad side team: 2 broadsides (140), multi trackers (5*2 = 10)
- Broad side team: 2 broadsides (140), multi trackers (5*2 = 10)
Total: 300
Notes: 4 twin linked rail guns (ST10 AP1 Heavy1)) should make short work of any tanks. Adding the multi trackers means the broadside can fire it's railgun and smart missles (ST5 AP5 Heavy4) in the same turn which will allow one team to unleash 2 rail gun shots (re-rolling misses) and 8 missles (gnoring line of sight) at a target.
Total so far: 874
Therefor i have 126 spare points to help tailor the army to my opponent
possible inclusions are:
Etheral (50)(HQ) - All Tau re-roll failed morale checks while he is alive.
Hammerhead with smart missles and ion cannon (140)(Heavy Support) - will require the sacrifice of something (probably the second drone controller in the commanders bodyguard) but will provide me with a nice weapon (Ion cannon -St7 AP3 Heavy3) to crack open armoured troops such as marines.
18 strong kroot squad (126)(troops) - provides me with a counter attack option if the enemy gets too close for comfort.
Gun Drone Squadron (12 points per drone, 4-8 drones)(Fast attack) - More of a nuiscance than a threat but pinning tests they cause can come in handy as well as the ability to deep strike and grab table quarters.
Fire warrior squad (6-12 fire warriors, 10 points per warrior)(Troops) - more basic troops.
1 or 2 Crisis battle suits (Points depends on equipment)(Elites) - versatile and endlessly useful, but expensive and attract fire.
More Broadsides(Heavy Support) - More big guns !
Pathfinders and stealth teams are options but will be limited to teams of four due to high cost per model (Stealth) or the cost of the compulsory Devilfish transport (Path finders), whichnin my opinion is too small a squadsize.
Since i haven't played inm a while and never played with Tau here's a basic 1,000 point list for scrutiny:
numbers in brackets are individual points cost
HQ:
-Shas'o Commander (75), twin linked plasma rifles (24) missle pod (14) Hard wired multi tracker (10) HW drone controller (2) with two shield drones (30)
+ 2 Bodyguards (80)
BG1 - burst cannon (10) missle pod (14) multi tracker (5) HW target lock (7)
BG2 - Fusion blaster (12) missle pod (14) multi tracker (5) HW Drone controller (2) with two shield drones (30)
Total cost: 334
Notes: The multi trackers allow maximum fire power. The target lock on BG1 allows it to fire at a more worthwhile target if the others attack heavyly armed targets that would shrug off it's burst cannon (ST 5 AP 5 Assault 3). The plasma rifles (ST6 AP 2 Rapid Fire) and fusion blaster (ST8 AP1 Assault 1, melta) provide fire to crack armoured targets and tanks. The missle pods can be nasty against light vehicles and lightly armoured troops as well ( ST 7 AP4 Assault 2). SO over all this unit can pretty much take on anything. The shield drones will help keep them alive (hits must be allocated to drones before others, 4+ invunerable ssave)
Troops:
2 squads of 12 fire warriors = 240
Notes: not much. Troops to provide fire. Have a decent basic weapon (ST5 AP5 Rapid Fire) Squads may be broke down into units of 6 instead.
Heavy Support:
- Broad side team: 2 broadsides (140), multi trackers (5*2 = 10)
- Broad side team: 2 broadsides (140), multi trackers (5*2 = 10)
Total: 300
Notes: 4 twin linked rail guns (ST10 AP1 Heavy1)) should make short work of any tanks. Adding the multi trackers means the broadside can fire it's railgun and smart missles (ST5 AP5 Heavy4) in the same turn which will allow one team to unleash 2 rail gun shots (re-rolling misses) and 8 missles (gnoring line of sight) at a target.
Total so far: 874
Therefor i have 126 spare points to help tailor the army to my opponent
possible inclusions are:
Etheral (50)(HQ) - All Tau re-roll failed morale checks while he is alive.
Hammerhead with smart missles and ion cannon (140)(Heavy Support) - will require the sacrifice of something (probably the second drone controller in the commanders bodyguard) but will provide me with a nice weapon (Ion cannon -St7 AP3 Heavy3) to crack open armoured troops such as marines.
18 strong kroot squad (126)(troops) - provides me with a counter attack option if the enemy gets too close for comfort.
Gun Drone Squadron (12 points per drone, 4-8 drones)(Fast attack) - More of a nuiscance than a threat but pinning tests they cause can come in handy as well as the ability to deep strike and grab table quarters.
Fire warrior squad (6-12 fire warriors, 10 points per warrior)(Troops) - more basic troops.
1 or 2 Crisis battle suits (Points depends on equipment)(Elites) - versatile and endlessly useful, but expensive and attract fire.
More Broadsides(Heavy Support) - More big guns !
Pathfinders and stealth teams are options but will be limited to teams of four due to high cost per model (Stealth) or the cost of the compulsory Devilfish transport (Path finders), whichnin my opinion is too small a squadsize.