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Thread: 1850 Tau Empire

  1. #1

    Default 1850 Tau Empire

    Hey Everyone. This is my first Army List post, or any post for that matter here. I am working on building a Tau Empire list and have been constantly working with it on paper and play testing with proxy models here and there. My playtest opponent is a lot like myself, in that neither of us ever really complain do to the "cheese factor" of an army list. We just build list that we like and play them; however, I like to have fun games where I stand a good chance at winning but have not brought a list that causes my opponent to not enjoy the game.

    That being said, I dont have much experience in current 40K since my last game was in 5th Edition. I have been a Fantasy player only for the past few years. I picked up the 7th Edition Rules, the Tau Empire Codex, and the Farsight Enclave Supplement (not sure if I plan to use it much or at all yet). Below is the list I have compiled. Some things are in the list just because I like the idea/story behind it (such as Darkstrider and his unit of Pathfinders). I plan to attach my non-weaponized Commander to the Broadsides for Markerlight control.

    As you critique/comment on the list, please be candid with the "cheesiness" of the list as well, like I said I want both sides to have fun; however, I don't want to just give games away. If I get outplayed or the dice just don't go my way, I don't mind loosing, but not because I just couldn't win.

    Thanks for your input.
    Justin



    Tau Empire - 1850 (exactly)

    HQ
    Commander
    Drone Controller
    Vectored Retro-thrusters
    Stimulant Injector
    Command and Control Node
    Puretide Engram Neurochip
    Multi-spectrum Sensor Suite
    Iridium Armor
    Marker Drone

    Darkstrider

    ELITE
    1 Riptide
    Early Warning Override
    Velocity Tracker
    Ion Accelerator
    Twin Fusion Blasters

    3 Crisis Suits
    Shas’vre
    2 Twin-Linked Fusion Blaster
    2 Missile Pod
    1 Twin-Linked Missile Pod
    1 Vectored Retro Thruster

    TROOP
    12 Fire Warriors
    Shas'ui
    Marker Light and Target Lock
    2 Gun Drones

    12 Fire Warriors
    Shas'ui
    Marker Light and Target Lock
    2 Gun Drones

    FAST
    10 Pathfinders
    Shas’ui
    Recon Drone
    Grav-inhibitor Drone
    Pulse Accelerator Drone
    3 Rail Rifles
    6 Gun Drones

    HEAVY
    3 Broadsides
    3 High Yield Missile Pod
    3 Smart Missile System
    3 Seeker Missiles
    3 Target Locks
    6 Marker Drones

    1 Sky Ray
    Twin-Linked Smart Missile System
    6 Seeker Missiles
    Black Sun Filter
    Sensor Spines
    Disruption Pod

    1 Sky Ray
    Twin-Linked Smart Missile System
    6 Seeker Missiles
    Black Sun Filter
    Sensor Spines
    Disruption Pod
    Last edited by RedSoloCup; 06-08-2014 at 01:31 PM.

  2. #2

    Default

    i've not been using tau for too long myself, managed half a dozen or so battles so far, but what i have learned is that without marker lights they become pretty ordinary, and with no psykers at all you now miss out on a whole phase, so you relly do need them.

    i'd cut down on the PF squad, 10 is a bit too many (ML tokens tend to get wasted), i find 6-8 a good number, and as MLs are heavy it could restrict the ability of the rail rifles to get into a good shooting position. if you want to run darkstrider (havent tried it myself yet but the -1T against the oppo does sound good) then i think it would make a bit more sense to have a dedicated squad for ML shots and another squad for him that is more likely to be moving and shooting carbines or rifles.

    also i'm not sure about having 6 ML drones in with the Broadsides, they won't be able to benefit from those MLs, it makes a HUGE difference when you can get all those missiles hitting on 2+ rather than 4+! i did try a non shooting commander in with crisis squad+ML drones but it seemed a waste of his BS5 when you can markers elsewhere, i have found that his shooting can be out to better use.

    having tried various loadouts on the crisis team i tend to stick with two plasma rifles (not twin linked) as you can get some awsome results when deepstriking within 12 inches of a unit, last game i removed a squad of 5 Thousand Sons marines in one go with three crisis suits (ML assisted)

    just a few thoughts and i'd be interested to hear of any good combo's oyu find.

  3. #3

    Default

    @bobaldinho: Thanks for the excellent comments. I am going to posting an updated version of this list later today. Your notes will definitely be utilized.

  4. #4

    Default

    Ok guys. I have gotten it down to a list I am pretty happy with. Used advice from here and a few other sources to make modifications.

    First off: Removed Drone Controller from the commander. It was of no use, since I changed to Missile Drones on the Broadsides.

    Second: I changed the load-outs on the crisis suits. Giving each one two plasma rifles (not twin-linked) and one VRT.

    Third: Dropped Kroot hounds and 1 Kroot. Just needed to free up some extra points.

    Fourth: A big change here, I have split up the pathfinder squad. The smaller unit, loaded with rail rifles will be joined by Darkstrider. The other will provide Marker light support.

    Fifth: I decided to go with the Piranhas over the fighter in the last fast attack slot.

    Last Change: Gave one Braodside a heavy rail rifle, and changed to Missile drones.

    I am going to play test this list today and see how it plays and if there are any major holes or things I don't like. From most of my feed back it doesn't seem like the list is too cheesy, which I'm happy about. I'll report back later this evening.


    Tau Empire – 1749


    HQ
    Commander
    Command and Control Node
    Puretide Engram Neurochip
    Multi-spectrum Sensor Suite
    Vectored Retro Thrusters
    Iridium Armor

    Darkstrider

    ELITE
    1 Riptide
    Early Warning Override
    Velocity Tracker
    Ion Accelerator
    Twin Fusion Blasters

    3 Crisis Suits
    6 Plasma Rifles
    1 Vectored Retro Thruster

    TROOP
    10 Fire Warriors

    10 Fire Warriors

    14 Kroot

    FAST
    4 Pathfinders
    3 Rail Rifles

    6 Pathfinders
    Shas’ui
    2 Marker Drones

    3 Piranha
    3 Seeker Missiles
    3 Sensor Spines
    3 Black Sun Filters
    3 Disruption Pod

    HEAVY
    3 Broadsides
    2 w/
    Twin-Linked HYMP
    Twin-Linked Smart Missile System
    Seeker Missiles
    Target Locks
    1 w/
    Heavy Rail Rifle
    Twin-Linked Smart Missile System
    Seeker Missile
    Target Lock
    6 Missile Drones

    1 Sky Ray
    Twin-Linked Smart Missile System
    6 Seeker Missiles
    Black Sun Filter
    Sensor Spines
    Disruption Pod

  5. #5
    Initiate
    Join Date
    Sep 2014
    Location
    Greece
    Posts
    4

    Default

    How was your first game with this list? Personally i would have used a very different loadout especially on the broadsides.

  6. #6
    Battle-Brother
    Join Date
    Sep 2013
    Location
    Austin, TX
    Posts
    25

    Default

    On your second draft it reads "1749" Mistake? I assume that its 1849pts. Anyway, that aside;
    Are you still planning to link your commander with the broadsides? Cause I was thinking you may be able to split them up. With the rail making up his own unit, then you could save on target locks and give a different support system. Also, idk if I would take marker drones instead of more pathfinders, but that's up to you. I might also add a positional relay if you plan to outflank with your kroot, or just add one hound back.
    Also, I don't play much, so take these as suggestions only

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