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40K Tau

 Post subject: 40K Tau
PostPosted: Wed Apr 05, 2006 5:24 pm 
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Sigh... I know. I am not a 40K fan or player... but... you see... I had the new Codex in front of me... and it started out as an informative exercise to reflect on the EA Tau... and before I knew it I had a 1500 point list... and then I found myself buying a 40K Broadside... while the left, rational, hemisphere of my brain screamed in frustration and was carefully ignored by the right, wallet holding, hemisphere!

Anyway, I thought that I would put together a 40K Tau force to see what it would look like if I did it. This list started as 'a list of cool toys that I would like in a Tau force' on the basis that I would probably need to cut stuff. In the end, I got all that I wanted at just under 1500 points.

I wanted a list that was characterful, based around Tau almost exclusively, interesting to collect (if I ever got round to actually doing so) and had some tactical options to it. I am happy with the list, but I do wonder if there are any obvious problems with it. So, comments are welcomed, but generally I like it so far. Thanks...

Warhammer 40K ? Tau Empire: 1498 Points

HQ [220 Points]
Shas?O
 Cyclic Ion Cannon
 Missile Pod
 Multi Tracker
 Hardwired Drone Controller
 Marker Drone
 Shield Drone
Shas?Vre (bodyguard)
 Burst Cannon
 Plasma Rifle
 Multi Tracker

HQ [92 Points]
Shas?El
 Airburst Fragmentation
 Fusion Blaster
 Vectored Retro Thrusters

Elite [101 Points]
XV8 Crisis Suit Shas?Ui
 Flamer
 Missile Pod
 Drone Controller
 Gun Drone
XV8 Crisis Suit Shas?Ui
 Burst Cannon
 Missile Pod
 Multi Tracker

Elite [110 Points]
XV25 Stealth Suit
 Shas?Vre
 Markerlight
XV25 Stealth Suit
XV25 Stealth Suit

Troops [195 Points]
Fire Warrior x9
 Pulse Carbine x3
 Shas?Ui
 Markerlight
 Bonding Knife
 Devilfish

Troops [115 Points]
Fire Warrior x8
 Pulse Carbine x2
 Shas?Ui
 Markerlight
 Bonding Knife
 Hardwired Drone Controller
 Gun Drone

Troops [115 Points]
Fire Warrior x9
 Pulse Carbine x2
 Shas?Ui
 Bonding Knife
 Hardwired Drone Controller
 Gun Drone

Troops [88 Points]
Kroot x10
Kroot Hound x3

Fast Attack [130 Points]
Piranha
 Disruption Pod
Piranha
 Disruption Pod

Fast Attack [172 Points]
Pathfinder x6
 Rail Rifle x2
 Devilfish

Heavy Assault [80 Points]
XV88 Broadside Shas?Ui
 Advanced Stabilisation System

Heavy Assault [80 Points]
Sniper Drone Team

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 Post subject: 40K Tau
PostPosted: Wed Apr 05, 2006 6:37 pm 
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Heh.

I've not just been eyeballing them, but went as far as to put together a price estimate even though I haven't played 40k in more than a year and have an army and a half that needs painting.

Just stupid for little toy soldiers.

Stupid. :D

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 Post subject: 40K Tau
PostPosted: Wed Apr 05, 2006 7:49 pm 
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:D  I never calculate the cost until it is all bought... and even then I try not to.

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 Post subject: 40K Tau
PostPosted: Wed Apr 05, 2006 7:58 pm 
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Well, let's just say that my "dream" Tau army would cost considerably less than my heavily converted "dream" Thousand Sons army, which is pushing an average of 50 cents per point.

===

Sheesh.  Looking at that in print just makes me cringe. :D

50... cents... per point.


How do I like Epic?  Let me count the ways...

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 Post subject: 40K Tau
PostPosted: Wed Apr 05, 2006 8:27 pm 
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Have you read the 2 tau tactica articles on the gw site?

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 Post subject: 40K Tau
PostPosted: Wed Apr 05, 2006 8:44 pm 
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Quote (CyberShadow @ 05 April 2006 (17:24))
Sigh... I know. I am not a 40K fan or player... but... you see... I had the new Codex in front of me... and it started out as an informative exercise to reflect on the EA Tau... and before I knew it I had a 1500 point list... and then I found myself buying a 40K Broadside... while the left, rational, hemisphere of my brain screamed in frustration and was carefully ignored by the right, wallet holding, hemisphere!

Yeah, but you'll never going to paint it are you?

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 Post subject: 40K Tau
PostPosted: Wed Apr 05, 2006 9:16 pm 
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Anyone got the lists of tourney winning armies?

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 Post subject: 40K Tau
PostPosted: Wed Apr 05, 2006 11:31 pm 
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Well, I've played in more than one tourny with my 40K tau, and have logged more than one win with them in said events.

I also know what Tau force won down in TX not to long ago at a large event.

Winning tau forces for tourny's tend to be what's called a Hybrid force.

The 2-6 Troop Choices in a single force org chart tend to be the minimum of 2 units (fielded in disposable 6-man squads with no upgrades). Reasoning, the less troops you take, the more goodies you get - plane and simple. These were used for drawing the opponent out, and long 30" range mass S5 fire. Due to list constraints and points, you would see the basic troop allocations go up to 4 6-man squads on some occasions. So perhaps 2-4 6-man squads is better stated. But for 60 points each, it was no brainer to take 2 of these and move on to the good stuff. Some players took kroot, but the top spots never took more than a single unit.

The 2 HQ choices tend to have 2 Shas'O (not Shas'el) characters in either mona (by themselves with no retinue) or with drone controller and gun drones (historically speaking). Drones would only be taken for wounds... have the commander join an 8-drone unit, and now the commander has 10 junk wounds. Very effective. Once close, he had a massive amount of S5 fire to dump on the enemy. Both Crisis Commanders are Shas'o's for the obvious Ballistic Skill 5 (a rarity in the old tau army) and effective 2+ to hit with their weapons. Fireknife configuration Multi-Tracker (MT), Plasma Rifle(PR), and Missile Pod (MP) are the most common and dominating crisis load outs. The reason - the range, the Strength, number of shots, and low AP value. This is the best of all load outs for flexability of hunting infantry and vehicles.

The 3 Elite choices are 1 6-man stealth team and 2 units of 1-2 crisis each (never take 3 crisis in a 40K unit). It was common to see 2 crisis in a formation due to the 40K rules. You would usually see 1 crisis in a stand alone formation more than 2 also due to the 40K rules. All crisis are fireknife by design. Multiple shots from a single unit and as characters above - its the no brainer load out for flexability, efficiency, and effectiveness. This remains true in Empires codex. Its worth noting that some top players would go 2 units of stealths and 1 unit of crisis in the elite category due to the Characters already purchased. The stealth's ability to say "you can't shoot me if you can't see me" is so huge in 40K. Not only can the deep strike like the crisis and drones, but the stealth's ability to always be in cover when charged and to only be seen if you got close enough made them an uber annoyance and really hard to deal with for many opponents. Not to mention their mesmerizing array of shots when coupled with a MarkerLight or three was just sick (40K Marked targets are hit on a 2+ per weapon using a mark in the old rules - so each mark benefited 1 stealth or 3 shots to hit, took 6 marks to benefit all 6 guys and provide 18 2+ to hit) The new Empire rules make the Markerlight SOOOO much better... a SINGLE mark now provides a boost to the ENTIRE unit firing at the marked target... So, their presence in the tourny seen was always there, but will only get better.

Fast Attacks were always Tetras if FW products allowed and 1 formation of drones would fill out the third choice if the points permitted. The tetras were simple - mobile (HIGHLY mobile) marker lights. Something the old list really lacked. Prior to the tetra release or if FW products were not allowed,  Fast Attack choices would tend to be 2 units of 8 drones for 96 points each and no third choice was taken. Its worth noting that the old Kroot Hounds counted as a Fast Attack even though they joined the Kroot unit once purchased and had to stay with them. Some players would buy 2-4 Kroot hounds to bold onto the old Kroot unit if a Kroot unit was taken, as it gave the Tau player a counter assault measure that admittingly works much better in 40K than epic.

Pathfinders (an old Fast Attack choice) were religated to non-tourny games by the tourny vets due to the Old MarkerLight rules, the required Devilfish purchase and 40Ks dedicated transport rules. However, when you did see PF's, they were always fielded in 4-man squads for efficiency, and 3 of those had rail-rifles. The new ML rules in 40K Empires codex may completely change the value of the Pathfinder in top player tourny games - time will tell.

The final category was the Heavy Support. It was very common to see either 3 Rail Heads, or 2 Rail Heads and a unit of broadsides. Ion-heads just were not used in 40K by the top tourny vets.

Cheers,

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 Post subject: 40K Tau
PostPosted: Thu Apr 06, 2006 6:28 am 
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I'm puzzled, whats wrong with 3 instead of 2 crisis suits?

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 Post subject: 40K Tau
PostPosted: Thu Apr 06, 2006 1:45 pm 
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Now as i see Tacticas summary how a typical Tau turnament army will lokk like i remember why i have quit playing Wh40k...

2nd Edition was way better. All have firearcs (even infantry) and it was really a skrimish game and not a half between skirmish and large battle.

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 Post subject: 40K Tau
PostPosted: Thu Apr 06, 2006 3:08 pm 
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The 2-6 Troop Choices in a single force org chart tend to be the minimum of 2 units (fielded in disposable 6-man squads with no upgrades)..... All crisis are fireknife by design... its the no brainer load out for flexability, efficiency, and effectiveness. This remains true in Empires codex.


The thing I like about 40K is that no one seems to consider the fact that if the basic troops are considered a liability and certain loadouts are virtually always taken that is a problem.

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 Post subject: 40K Tau
PostPosted: Fri Apr 07, 2006 3:32 am 
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Hi!

For such a cool universe the rules, in any incarnation, were never much fun in reproducing it.

My two cents.

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 Post subject: 40K Tau
PostPosted: Fri Jun 02, 2006 4:07 pm 
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I'm actually most of the way through building my Tau force for 40k. ?It consists of

Shas'o with Fragmentation Projector, Fusion Gun, Missile Pod, Hard wired Multi-tracker
Bodyguard with Burst Cannon, Fusion Gun, Missile Pod, Hard wired Multi-tracker

Firewarriors x12 Pulse Carbine
Devilfish with Sensor Spines

Firewarriors x12 Pulse Carbine
Devilfish with Sensor Spines

Firewarriors x12 Pulse Rifle

Stealthsuit x3 1 fusion gun

Stealthsuit x3 1 fusion gun

Pirahna x3 with fusion gun

Hammerhead with Rail gun

I'm still working out a few things so haven't quite pointed it up. ?I already have all of this plus a butt-tonne of Kroot that came with the Battleforces I purchased. ?I will probably add a second Hammerhead and an Ethereal with Honor Guard
Edit: I've also been considering using the Gu'ves'ela Human Auxileries for a good cheap meat line to keep the assaults at bay.






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 Post subject: 40K Tau
PostPosted: Fri Jun 02, 2006 4:33 pm 
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I haven't played the new codex (been a while since I've played much of anything :( ), but I've played tau quite a bit under the older rules.

I disagree with Tactica, if you go up against an aggressive opponent, more Fire Warriors would be good. I'd be tempted to drop the second HQ choice and plump for more Fire Warriors or Kroot. They're good for the points, and if you go up against, say, Eldar, they're going to be well worth their points compared with battlesuit which are likely to get blasted by starcannon. I personally have been rather embarrassingly beaten with my Emperor's Children army of DOOM by being blasted to smeg by frigging fire warriors and kroot (don't forget the kroot... they're not at all shabby at shooting! I found that out that game when he stood back and shot with the Kroot: I was like... that's not fair, you were meant to charge me!)

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 Post subject: 40K Tau
PostPosted: Fri Jun 02, 2006 11:07 pm 
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not to mention the standard armament for a firewarrior is a str 5 30 inch weapon...  that's just plain rude!


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