My regular opponent brings: Shas'el, TL Plasma, Missiles, Multitracker, Target array (I think) 2x Fireknife Crisis, Target array 2x 12 Fire Warriors in a Devilfish, multitracker, decoy launchers 2 Broadsides w/ slow and purposeful, 2 Shield Drones 1 Hammerhead (rail, obviously), multitracker and decoy launchers 3x 3 Sniper Drones
It comes to around 1000 points, if I haven't forgotten anything. Essentially, everything just stays back and shoots, forcing the enemy to come to them. Crisis Suits can move-shoot-move, and the Sniper Drones can't be seen from far away. When things get close, the Fish move in and unload their Fire Warriors.
I'm not exactly sure whether you're asking just out of curiosity or whether you're looking for what people think is effective in 40k. If it's concerning effectiveness (and you're also wondering how your list would stack up in a competitive environment), I have a few points concerning your list.
First, your HQ shouldn't have drones or a bodyguard. The Independent Character rules prevent him from being fired upon if he isn't the closest target to the enemy, and that's not hard to do with something as mobile as a Crisis Suit. For this reason, you may want to reconsider the short-range Fusion gun on the 'El, too.
Flamers and Burst Cannons are generally frowned upon on Suits. If you're close enough to flame the enemy, you're almost certainly close enough to get charged or shot up. Keep in mind that a flamer template's range is only 2" longer than a Marine's charge range - faster things like 'nids and Eldar, or just Assault Marines, can catch you rather easily. Burst Cannons aren't any more impressive than 3 Fire Warriors, and are much more expensive. The Tau list suffers from a lack of heavy weapons in Fire Warrior squads - your Crisis Suits are the only things you can efficiently bring S6 and S7 weaponry on, and wasting the opportunity is something that shouldn't be done lightly. Most people prefer the Fireknife or Deathrain configurations - one is Plasma, Missiles, and a multitracker, while the other is TL missiles and something else.
Being 'heavy', the Markerlight on your Stealth Suit team leader can't be fired on the move, making it a tremendous handicap. Stealths themselves, though, are often considered an amazing selection, and many players take 2 full squads.
Fire Warriors are always nice, though most consider a squad with some Carbines and some Rifles a bad pick - popular opinion seems to favor Rifles in Devilfish with the occasional all-Carbine squad on foot (these haven't quite caught on yet, though). Bonding is generally regarded as a waste of points as well.
Disruption pods aren't going to do a thing for the Piranhas - they have to get close to do anything, and enemy anti-tank weapons generally have a 48" range.
Consider making the Broadside a team leader and giving him shield drones - they make him very hard to take down with the new rules.
I can always edit this out if this isn't the sort of thing you wanted in the thread, of course.
|