New Favorite Tau Tactic
space ship + 2x Moray planet fall.
After much searching through our list and many games, I finally found a decent tactic for us - or at least for me.

In all the other lists, there seems to be numerous 'wow' plays and at least really impressive formations that can pack a mighty punch.
I've had a significant amount of bad luck with the Morays with their 'always be seen' rule.
Combining the space ship and its 2x pin-point attacks gives me a weapon to at least pick on an enemy war engine formation and if things go right, possible even break an enemy war engine formation.
Planet falling the morays takes some clairvoience in where they will be most needed, but it does add a 'trick' - correction - a much needed 'trick' to the tau epic army. One needs to be cautious to either draw enemy to or away from a given drop zone though... so again, the tactic does require some planning to pull off properly... however, when it works, you can really add a great 1 + 2 punch to some enemy formation between the pin-point attacks from orbit plus retaining the initiative with the morays.
The other nice thing about this is that it gets the morays in range. Morays don't have the best range compared to something like the shadowsword, the ork nasty 90cm MW blasts, or some of those pesky eldar scorpion MW pulse war engines of Moray wrecking... all of which make short work of the morays - or atleast can suppress one of them pretty quick before you get to activate them.
Planetfalling them and retaining with them assures YOU'LL get the first activation with your morays - unscathed, and before the enemy can diminish your formations effectiveness. So theirs value to the tactic, even if the enemy doesn't have WE for you to target with your pin-point attacks from orbit, the 150 is not completely lost with a well planned drop zone.
Now the morays don't claim, and you are going to have to be careful not to put them in the heat of things where they will get killed all to easily (as they are many times the bts victory condition, but getting those 60 cm guns in range for your first activation can be handy indeed.
Anyway, I was so pleased to stumble upon this 'combo' as I've just had a horrible time competing against eldar, IG, and chaos. This trick gives me some leverage and makes my opponents have to double think a bit about where those morays are going to be coming in at. It also allows me to have the first shot at using these things vs. my opponent decapatating a prized formation.
Just had to share for others to see if they like the tactic. Maybe i've just been lucky when i've gotten it to work out.
My opponents have already started taking space ships now to counter my new tactic. they usually have a higher strategy so it means my ship doesn't come on until turn 2 at earliest.
I even had my cheesy eldar player bring a small piddly ship, declare turn one, then attempt to retain with it as his last activation - hoping to fail so he wouldn't be able to activate until turn 2 - assuming he would win the roll-off since he had a higher strategy - and he didn't plan to use his supreme commander in turn 1!!!
So, there are some 'gotchas' to this tactic. When it works - it can be devistating - it will require some planning and good fortune though.
Heh - I'm just happy to finally have a trick in this list to look forward too. Out of 6 games now, I've managed to make this trick work 2 times the way i wanted it to. But the overall strategy has aided my efforts 4 times - even though my DZ was not in the correct position. I've rolled a 1 to activate my spaceship once pushing me into turn 3 in that game (that sucks as the morays can't even claim/contest - they were just a waste of points that game)
Outside of one game now, I've still had a #### of a time trying to beat the eldar and IG. I've not beaten the IG, and the Eldar - finally played a game where I got a 2-1 victory. they had the worlds worst dice, and the real rain maker move was I killed a transport superheavy on the way in with a lucky crit roll when it had 2 aspect warriors on board - planning to take out my hammerhead formation on the ground.... it was so cool to blow that thing out of the sky. (skyray, marked target, experimental GM at 5+ base took my to hit chance down to 4+). Still - I've only beat them once when some really cool things like this went my way while my opponent lost his supremem commander in turn 1 on a gate charge through an objective to kroot - and he lost!!!!! LOL (kroot have no armor, but he rolled sooooo many 1s and 2s to hit and then again the same thing for saves that it was just painfully commical.
Again, I still think there's a big balance problem in our list compared to IG and Eldar (maybe even orks) but I've played some fun space marine games recently. They are always close games. Its good to get an occasional win with the Tau though... I just wish it was against the other lists more often. In the meantime, I'm happy to have this new 'trick' to toy with.