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Tau 6th ed army list
ok ive been playing round on paper and im trying to come up with a list that has the models i like for 6th ed
not long ago i got rid of a lot of models and kept the ones i really liked. with 6th ed a week away. and a new Tau codex earley next year i want to build a good force with the models i have with little outlay on any thing that is going to be messed with in the new codex. now i know there are forge worlds units in my list
but with all the alies builds that will be floating around. any one who complains about a few forge world units has bigger problems espeshley when my list is pure Tau !
if they rock up with alies they automatically forfit any right to complain
HQ R'AlAI 190
Heavy support 1
hammer head 125 points (TL Plasma cannon, Disruption pod, multi tracker, black sun) (48" S7 AP3 - Heavy 4, Twin-linked)
Heavy support 2
broadside team Team leader with
HW drone controller, bonding knife,HW Black sun filter,HW multi tracker,2x shield Drones.
+ Advanced stabilisation system or Targeting array
and
team member with Advanced stabilisation system or Targeting array to complament
total 208 points
Fast attack 1
2 man tetra team with blacksun filters and targeting arrays
120 points
Fast attack 2
2man XV9 twin ion team with 2 shield drones 1 with black sun or target lock
235 points (dishing out a total of 16 bs3 - s4 ap4 assault 4 rending shots)
Troop 1
12 man fire warrior "gun line" 135 points (includes team leader with bonding knife)
Troop 2
12 man fire warrior "gun line" 135 points (includes team leader with bonding knife)
Troop 3
10 man "attack team" in devil fish with disruption pod (includes team leader with bonding knife)
sofar it Clocks in at 1348 points
and is designed to be the Back bone for a 1500, 1750 and 2000 point lists
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Re: Tau 6th ed army list
by my reckoning i have anti infantry well cover, the s5 ap5 should also hurt light skimmers, and R'alai and the 2 broard sides should put a dent in most tanks/transport. at 1500 point the main thing i lack is ap2 killers but i have 152 points spare and a few xv8s. but 1750 is going to need more anti tank by my reckoning. any advice ?
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Re: Tau 6th ed army list
It is impossible to build something for something that doesn't exist yet. The rules for the game, and the tau codex will change DRASTICALLY, there will be NEW units.
Long story short.. wait..
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Re: Tau 6th ed army list
I agree with clidefr0g in that we can't really build for the future, so I'm gonna take it from current rules and current codex.
The most likely issue with this list is that something will come down in a drop pod, or a turbo boosting vyper or something similar and tie up your broadsides in the earlier turns, I like to a railhead or two just because they can't be tied down like this.
I can't really make any comment beyond this because I don't know much about the forge world models... Tetras are pretty cool for marker support and your troop chioces are pretty standard and should do you right.
Sorry I can't be more help, I hope 6th ed improves the way tau plays.
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Re: Tau 6th ed army list
ive put my pre-order in if the book to day so should get it in the post Saturday morning (Friday if im very lucky). the list so far is based on what i can understand of the roumours. the forge world stuff is just because i like them and GW say they are no longer porting FW models in to standard codex, so it a choice that will not become obsolete any time soon. the rest is stuff i already have.
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Re: Tau 6th ed army list
I still cant make you a list because the rules of the game are unknown and perhaps firewarriors are godly and perhaps they are more useless than a blind guardsman. Not to mention the fact that complete rules and new key words may be added to units. There is no way to make a list for you that will be competitive, it would just be a mish mash of random units, and if thats what the result will be then we all know you are capable of doing the same.
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Brother Sergeant
Re: Tau 6th ed army list
The ion suits sound cool and look cool. But you could get 23 fire warriors instead; which are 23 wounds, 23 shots at 30 inch range at BS3 S5 AP5. And in 6th Ed rapid fire is now half the distance of your weapon's range, so fire warriors can move 6, rapid fire 15 inches for a 21 inch threat range.
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Re: Tau 6th ed army list
Disruptions Pod and blacksun filters no longer do anything in 6ed, as skimmers already have a 5+ cover save and obscured target is 5+, and you no longer roll for spotting distance.
Also, Phased Ion Guns are the least useful of the XV9 weapons, as TL BC are higher strength and more accurate, as well as being cheaper. Especially with snap fire, TL will really prove it's worth. Fusion cascades are still the go to weapon if you want them to kill tanks, and the blast ones for anti-GEQ, I would never recommend PIGs.
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Re: Tau 6th ed army list
Looks like a good base, I have been trying out R'alai my self and hes hit or miss not being able to join units is a hit but he can dish our the damage and if you hide him right he can survive.
I personally like the rail gun on the hammer head but i have never tried the Plasma.
As someone said disruption pods don't do as much in 6th since you can get the same save from moving, but if you have trouble with people shooting your first turn before you move you can take them.
Blacksun filters are key, Ignore night fighting a must have since now there is the possibility of it in each game. Id give the second broadside it also since you want it to shoot 72 inches. Id also take off multi tracker and targeting array from your broadside keep them as cheap as possible they do tonnes of damage but are also a huge target.
I haven't tried terras but they seem really good if you can keep them a live, you might want to take a seeker missile with them also cause against flyers all you need to do it hit with one marker light and then the seeker missile can fire at it with bs 5 not 1
.
xv9 can dish out a tonne of damage if you load them out right i would say try them out and see what you like i have tried a unit of 3 with duel submunitions and they can deal out between 15 and 32 hits in a turn great against hordes (which i have a lot of trouble with) but they get expensive and some times can die pretty easy.
Target locks on suits are now useless (tau faq) but they didnt faq the vehicle one so if you give the hammerhead smart missiles and a target lock it can fire at two units.
Just some ideas and my two cents. hope you like tau i have been playing them again since 6th has came out and i like how they feel in the new edition
Last edited by Snowdaman; 05-08-2012 at 15:24.
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