Cadre
05-02-2012, 07:27 AM
After lurking for a while, I thought I would post this list and get some opinions. I have done well with my Tau in a number of tournaments recently, but wanted to try something a little less spammy than my usual configurations. Also, I love markerlights and want to give them a go again after essentially ignoring them for the past several months.
Farsight
-Bodyguard
--TL Missile Pods/Positional Relay/HW Drone controller/2x shield drones
-Bodyguard
--TL Flamer/Missile Pod/HW Multi-tracker
Shas'el
--Airbursting Fragmentation Projector/Flamer/Shield Generator/Iridium Armor/Stim Injectors/HW Multi-Tracker/HW Drone controller/2x Shield Drones
Crisis Suits x3
-TL Missile Pod/Flamer
-Team Leader w/ HW drone controller and two gun drones
Fire Warrior x6
-Shas'ui
-Devilfish
--SMS/Targetting Array/Disruption Pod/Multi-Tracker
Fire Warrior x6
-Shas'ui
-Devilfish
--SMS/Targetting Array/Disruption Pod/Multi-Tracker
Fire Warrior x6
-Shas'ui
Pathfinder x8
-Rail Rifles x3
-Shas'ui
--Drone Controller/Gun Drones x2
-Devilfish
--SMS/Targetting Array/Disruption Pod/Multi-Tracker
Hammerhead
-Ion Cannon/Burst Cannons
-Multi-Tracker/Disruption Pods/Blacksun Filter
Skyray
-SMS
-Multi-tracker/Disruption Pods/Blacksun Filter/Targetting Array
Broadsides x3
-Advanced Stabilization Systems
-TL Plasma
-Team leader
--HW Blacksun Filter/HW Target Lock/HW Multi-Tracker/HW Drone Controller/Shield Drones x2
------------------------
First, I am attempting to maintain a theme and fluff while remaining somewhat competitive.
I imagine Farsight's enclave to be rather aggressive, hence the preponderance of flamers, which I see as a Tau approximation for melee.
Second, the tournament will use ATC missions.
http://tnwargamers.com/ATC/missions.htm
These are extremely troops sensitive. I fear that Farsight Tau is going to struggle here.
Note that I intend to use the positional relay to keep my troops in reserve until turn 3. I will deploy their transports to fight, however.
I intend to deploy the Shas'el on turn two, a single unit on turn three (or the shas'el, if he managed to roll a one for reserves) and keep them out of play as long as possible. I intend to try to arrange for devilfish to be located along the board edge to pick them up as they enter.
The secondary commander is an odd choice. I see him as performing one of a number of roles: One is to deep strike (hopefully on turn two, with the aid of the relay) into the rear of the opponent and make an annoyance of himself, being difficult to kill for his value and potentially tying up scoring units or important shooters such as longfangs. He is also a competent anti-horde platform. Additionally, if the situation calls for it he can be attached to important units to ensure their survival. Pathfinders and fire warriors come to mind. Especially the latter, as I am light on troops.
I rely heavily on combat fitted devilfish. This has served me well in the past, but I am contemplating simply running more fire warriors instead.
The Skyray is another odd choice, and one that I have always used. However, it is perhaps a poor choice in a list that includes other sources of markerlights. (in my previous lists I have used it as an aggressive distraction and source of mobile markerlights)
The Ionhead. Also odd. I chose it to save on points, and because of a large number of expected monstrous creature lists. I have always been wary of Ionheads, though I like them quite a lot in theory.
The Broadsides are VERY expensive for such a unit. However, as Farsight limits us to a single unit, I decided to make the most of it. It is important that it be able to defend itself from deep strikers and other such threats, and I have had good luck with the plasma in the past both as a deterrent and an offensive tool once the enemy armor was eliminated.
I am most concerned by the very inclusion of pathfinders. I have never had particularly good luck with them. They are expensive and have an annoying tendency to die miserably. However, they allow a re-roll on the scatter for my deepstriking Shas'el. I thought I would give it a go. I including gun drones for added survivability. Again, since Farsight limits us to a single unit, I went with spending a little more to give it a better chance.
I am looking for what you see as the strengths and weaknesses of the list as a whole, primarily. I would also like advice on how to address specific weaknesses without damaging the theme of the army or its efficacy in more commonly encountered situations.
Thank you for your time.
Farsight
-Bodyguard
--TL Missile Pods/Positional Relay/HW Drone controller/2x shield drones
-Bodyguard
--TL Flamer/Missile Pod/HW Multi-tracker
Shas'el
--Airbursting Fragmentation Projector/Flamer/Shield Generator/Iridium Armor/Stim Injectors/HW Multi-Tracker/HW Drone controller/2x Shield Drones
Crisis Suits x3
-TL Missile Pod/Flamer
-Team Leader w/ HW drone controller and two gun drones
Fire Warrior x6
-Shas'ui
-Devilfish
--SMS/Targetting Array/Disruption Pod/Multi-Tracker
Fire Warrior x6
-Shas'ui
-Devilfish
--SMS/Targetting Array/Disruption Pod/Multi-Tracker
Fire Warrior x6
-Shas'ui
Pathfinder x8
-Rail Rifles x3
-Shas'ui
--Drone Controller/Gun Drones x2
-Devilfish
--SMS/Targetting Array/Disruption Pod/Multi-Tracker
Hammerhead
-Ion Cannon/Burst Cannons
-Multi-Tracker/Disruption Pods/Blacksun Filter
Skyray
-SMS
-Multi-tracker/Disruption Pods/Blacksun Filter/Targetting Array
Broadsides x3
-Advanced Stabilization Systems
-TL Plasma
-Team leader
--HW Blacksun Filter/HW Target Lock/HW Multi-Tracker/HW Drone Controller/Shield Drones x2
------------------------
First, I am attempting to maintain a theme and fluff while remaining somewhat competitive.
I imagine Farsight's enclave to be rather aggressive, hence the preponderance of flamers, which I see as a Tau approximation for melee.
Second, the tournament will use ATC missions.
http://tnwargamers.com/ATC/missions.htm
These are extremely troops sensitive. I fear that Farsight Tau is going to struggle here.
Note that I intend to use the positional relay to keep my troops in reserve until turn 3. I will deploy their transports to fight, however.
I intend to deploy the Shas'el on turn two, a single unit on turn three (or the shas'el, if he managed to roll a one for reserves) and keep them out of play as long as possible. I intend to try to arrange for devilfish to be located along the board edge to pick them up as they enter.
The secondary commander is an odd choice. I see him as performing one of a number of roles: One is to deep strike (hopefully on turn two, with the aid of the relay) into the rear of the opponent and make an annoyance of himself, being difficult to kill for his value and potentially tying up scoring units or important shooters such as longfangs. He is also a competent anti-horde platform. Additionally, if the situation calls for it he can be attached to important units to ensure their survival. Pathfinders and fire warriors come to mind. Especially the latter, as I am light on troops.
I rely heavily on combat fitted devilfish. This has served me well in the past, but I am contemplating simply running more fire warriors instead.
The Skyray is another odd choice, and one that I have always used. However, it is perhaps a poor choice in a list that includes other sources of markerlights. (in my previous lists I have used it as an aggressive distraction and source of mobile markerlights)
The Ionhead. Also odd. I chose it to save on points, and because of a large number of expected monstrous creature lists. I have always been wary of Ionheads, though I like them quite a lot in theory.
The Broadsides are VERY expensive for such a unit. However, as Farsight limits us to a single unit, I decided to make the most of it. It is important that it be able to defend itself from deep strikers and other such threats, and I have had good luck with the plasma in the past both as a deterrent and an offensive tool once the enemy armor was eliminated.
I am most concerned by the very inclusion of pathfinders. I have never had particularly good luck with them. They are expensive and have an annoying tendency to die miserably. However, they allow a re-roll on the scatter for my deepstriking Shas'el. I thought I would give it a go. I including gun drones for added survivability. Again, since Farsight limits us to a single unit, I went with spending a little more to give it a better chance.
I am looking for what you see as the strengths and weaknesses of the list as a whole, primarily. I would also like advice on how to address specific weaknesses without damaging the theme of the army or its efficacy in more commonly encountered situations.
Thank you for your time.