Tau Army Lists

1850 Pts - Tau Empire Roster

Total Roster Cost: 1849

HQ: Commander (3#, 197 pts)
   1 Commander, 173 pts = (base cost 85 + Fusion Blaster x2 30 + Vectored Retro-Thrusters 5 + Drone Controller 8 + Puretide Engram Neurochip 15 + XV8-02 Crisis 'Iridium' Battlesuit 25) + Onager Gauntlet 5
      1 Marker Drone, 12 pts
      1 Marker Drone, 12 pts

Elite: XV104 Riptide (1#, 210 pts)
   1 XV104 Riptide, 210 pts = (base cost 180 + Ion Accelerator 5) + Early Warning Override 5 + Velocity Tracker 20

Elite: XV104 Riptide (1#, 210 pts)
   1 XV104 Riptide, 210 pts = (base cost 180 + Ion Accelerator 5) + Early Warning Override 5 + Velocity Tracker 20

Elite: XV8 Crisis Team (3#, 176 pts)
   1 XV8 Crisis Team, 0 pts
      1 Crisis Shas'vre, 62 pts = (base cost 22 + Fusion Blaster x2 30) + Shas'vre 10
      1 Crisis Shas'ui, 57 pts = (base cost 22 + Fusion Blaster x2 30) + Target Lock 5
      1 Crisis Shas'ui, 57 pts = (base cost 22 + Fusion Blaster x2 30) + Target Lock 5

Troops: Fire Warrior Team (10#, 100 pts)
   1 Fire Warrior Team, 0 pts
      9 Fire Warriors, 81 pts = 9 * 9
         1 Fire Warrior Shas'ui, 19 pts

Troops: Fire Warrior Team (9#, 144 pts)
   1 Fire Warrior Team, 0 pts
      5 Fire Warriors, Pulse Carbines, 45 pts = 5 * 9
         1 Fire Warrior Shas'ui, Pulse Carbine, 19 pts
      1 Devilfish, 80 pts

Troops: Fire Warrior Team (9#, 144 pts)
   1 Fire Warrior Team, 0 pts
      5 Fire Warriors, Pulse Carbines, 45 pts = 5 * 9
         1 Fire Warrior Shas'ui, Pulse Carbine, 19 pts
      1 Devilfish, 80 pts

Troops: Fire Warrior Team (9#, 144 pts)
   1 Fire Warrior Team, 0 pts
      5 Fire Warriors, Pulse Carbines, 45 pts = 5 * 9
         1 Fire Warrior Shas'ui, Pulse Carbine, 19 pts
      1 Devilfish, 80 pts

Fast Attack: Pathfinder Team (8#, 98 pts)
   1 Pathfinder Team, 0 pts
      7 Pathfinders, 77 pts = 7 * 11
         1 Pathfinder Shas'ui, 21 pts

Heavy Support: Hammerhead Gunship (1#, 146 pts)
   1 Hammerhead Gunship, 146 pts = (base cost 125 + Submunition Rounds 5 + Disruption Pod 15) + Blacksun Filter 1

Heavy Support: Sky Ray Missile Defence Gunship (1#, 130 pts)
   1 Sky Ray Missile Defence Gunship, 130 pts = (base cost 115 + Disruption Pod 15)

Fast Attack: Razorshark Strike Fighter (1#, 150 pts)
   1 Razorshark Strike Fighter, 150 pts = (base cost 145 + Missile Pod 5)

Validation Report:
c-1. File Version: 1.22 For Bug Reports/www.ab40k.org; b-1. Roster Options: Named or Special Characters; a-1. Scenario: Normal Mission; b-2. Levels of Alliance: Battle Brothers
Roster satisfies all enforced validation rules

Composition Report:
HQ: 1 (1 - 2)
Elite: 3 (0 - 3)
Troops: 4 (2 - 6)
Fast: 2 (0 - 3)
Heavy: 2 (0 - 3)
Fort: 0 (0 - 1)


Hey Shawn, here's a studio army list modified from a Tau Army list I've been bouncing around that I've found to be enjoyable to play with.  The Tau Commander supports the army by firing first, letting the Drones tag the primary target with his high BS, allowing the Pathfinders to shoot next making their Markerlights at BS5, allowing multiple elements of the army to followup.  The Fire Warriors in Devilfishes would remain quite safe constantly moving, while their disembark movements would allow multiple uses of Fish of Fury, given their extended range of 18" vs 12" rapid fire.  Also the amount of Fusion in the army would be handy for any dangerous threats, and the Riptides would hunt nuisances like the Heldrake and Vendettas.  Overall I find it to be quite fun and balanced, but still capable to be beaten by a normal list.

- Fernando R.

1851 Points competitive list
Tau with Eldar Allies
Primary Detachment Tau 1401
HQ 285
Shadowsun 135
Commander 85, Cyclic Ion Blaster 15, Multi Spectrum Sensor Suite 15, Drone Controller 8, Advanced Targeting System 3
2 x Marker Drone 24 = 150
Troops 550
7 Fire Warriors 63, Bonded 7, Devilfish 80 = 150
6 Fire Warriors 54, Bonded 6, Devilfish 80 = 140
20 Kroot 120, Sniper Rounds 20 = 140
20 Kroot 120
Elites 436
XV8 Team 66, TL Fusion B 20, Target L 5, TL Missile P 20, Target L 5, TL Missile P 20 = 136
Riptide 180, Velocity Tracker 20, Early Warning Override 5, Ion Acc 5 = 210
Stealth Team (3) 90
Heavy Support 130
Sky Ray 115, Disruption Pod 15 = 130
Allies 450
HQ 110
Autarch 70, Fusion Gun 10, Falchous Wing 30 = 110
Troops 60
5 Rangers 60
Heavy Support 280
Wraithknight 240, Sun Cannon Scatter Shield 40

The suggested colour scheme for this army, I had them down as based on a water world of sinking buildings and tiny islands, so deep blues and sea greens (you could almost say teal :P) with a orange accent for the sept markings.
This list allows for a lot of infiltration and advanced deployment of your army to give a good deal of tactical flexibility,
you can be up close straight away and still have two large monstrous creatures for your opponent to worry about running
and gunning up the field!
Would be cool to know what you think
Love all your stuff can't wait to see a batrep with the new tau and eldar!
all the best,
Will
UK
 
Certainly
As far as deployment the units break down like this
Shadowsun with the xv8 team to give them stealth and shrouded they can then infiltrate close to any armour you need taking out!
The commander with the stealthsuits to give him stealth and shrouded and they have the option to infiltrate close to any infantry you need to target and his MSSS will let that unit have the ignores cover rule for shooting and can provide effective marker lights!
Fire warriors in devilfish serve as mobile scoring units to grab objectives, the sniper kroot can infiltrate to prioritise any characters or monstrous creatures! The remaining kroot outflank.
The riptide provides counters to reserve fliers with the interceptor and skyfire rules while the skyray gives solid anti-air.
On the eldar side the rangers can sit on an objective with improved cover saves for some resilience, the autarch can run 48 inches a turn an be all over the board re rolling cover saves and denying objectives an hunting tanks! And the wraithlord is there to give you another tough relentless monstrous creature to deal with. The idea behind this army is that you can be all over the board at once or surround you opponent whislt being prepared for anything from reserves, it gives heavy fire power and mobility to capture objectives!
I have played against imperial guard which was a challenge with not a huge amount of shots but the kroot are good against infantry with snipers rending, against black templars and other space marines it proved to be very effective with better mobility and concentrating fire power. It gave my opponents a lot to think about and I feel it really is a list where you cant ignore anything! I hope that helps and look forward to see which list you pick for each category!

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