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Thread: Tau 1000 - Feedback Appreciated

  1. #1

    Tau 1000 - Feedback Appreciated

    40K Army: Tau
    I'm starting 40k and Tau for 6th edition and a friend and I are making 1k lists to walk through the game. If you would please review the list below and provide feedback I'd appreciate it. I'm still trying to get my head around the Tau codex, errata, and BRB complexities.

    HQ - Commander Shas'o
    Missile Pod
    TL Plasma Rifle
    HW BSF
    HW DC
    Iridium Armor
    Stimulant Injector
    Gun Drone Shield Drone

    Troops
    8 Fire Warriors with Pulse Rifle
    Shas-ui with bonding knife
    Devilfish - SMS/BSF/FD

    8 Fire Warriors with Pulse Rifle
    Shas-ui with bonding knife
    Devilfish - SMS/BSF/FD

    Pathfinder (4)
    Devilfish - SMS

    Broadside - Team Leader
    TL Plasma Rifle
    TL Railgun
    HWBSF
    Shield Generator

    Broadside - Team Leader
    TL Plasma Rifle
    TL Railgun
    HWBSF
    Shield Generator

  2. #2
    Marine Breten's Avatar
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    Re: Tau 1000 - Feedback Appreciated

    Well, if you're just looking for some fun and to try things out and see what they do it's not a bad start. However at a 1000 points only 4 Pathfinders is kind of a waste of points. There's not enough there to do anything. I'd drop them and max out those Fire Warriors, or even take a third unit of FW's. I was always partial to Stealth Suits. Also the Stimulant Injector was always kind of a points sink so I'd use that to juggle around too.

  3. #3

    Re: Tau 1000 - Feedback Appreciated

    Quote Originally Posted by Fieos View Post
    I'm starting 40k and Tau for 6th edition and a friend and I are making 1k lists to walk through the game. If you would please review the list below and provide feedback I'd appreciate it. I'm still trying to get my head around the Tau codex, errata, and BRB complexities.

    HQ - Commander Shas'o
    Missile Pod
    TL Plasma Rifle
    HW BSF
    HW DC
    Iridium Armor
    Stimulant Injector
    Gun Drone Shield Drone

    Troops
    8 Fire Warriors with Pulse Rifle
    Shas-ui with bonding knife
    Devilfish - SMS/BSF/FD

    8 Fire Warriors with Pulse Rifle
    Shas-ui with bonding knife
    Devilfish - SMS/BSF/FD

    Pathfinder (4)
    Devilfish - SMS

    Broadside - Team Leader
    TL Plasma Rifle
    TL Railgun
    HWBSF
    Shield Generator

    Broadside - Team Leader
    TL Plasma Rifle
    TL Railgun
    HWBSF
    Shield Generator
    the shas'o, why the sim inj and armour, this is just sinking points... you get to jump shoot jump, keep this guy 24" away and fire, he should never get close enough to use these upgrades

    firewarrior teams, drop all the fish, there 80pts+ and you can funnel these into more warriors and this = more guns...

    the broadsides, put them both in the same unit = less VP for your enemy, and give the team leader a target lock thus still allowing him to shoot at a diffrent target

    apart from this, not a bad little list although 1 thing I will say and will keep saying it in 6th ed MARKERLIGHTS! there gold-dust

  4. #4
    Chaplain JohnDaBarr's Avatar
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    Re: Tau 1000 - Feedback Appreciated

    Well, first of Target lock is now only usable by vehicles (check the latest FAQ)

    Drop the Iridium Armor and Stimulant Injector (HQ not that important) and two Fish, you don't need them now when the FW can move and shot.
    Shas'o is ok with extra BS, WS and W but that 25 pts can be spent better. Also if you have BS5 already then a TL weapon is a bit of a overkill!

    You can replace Pathfinders&Devilfish for 2 Tetras that is 120 pts for 8 Markerlights with BS4, Blacksun Filter and Target Lock!

    I would teamup the 2 Broadsuits into one unit (yeah now they cannot split their fire but I don't find that to be much of a problem because I would fire that extra shot just as a precaution) and as a single unit they are better of with Shield Drones. Also if you are taking TL Plasma get the Multitracker because why fire just the Railgun or Plasma when you can fire both?!?


    I would roll with something like this:

    HQ
    Shas'el, Plasma Rifle, Missile Pod, Fusion Blaster, HW-Multitracker, HW-Blacksun Filter, HW-Drone Controller x2 Shield Drones =132

    Troops
    x10 Fire Warriors, Team Leader, Bonding knife =115
    x10 Fire Warriors, Team Leader, Bonding knife =115

    Fast Attack
    x2 Tetra, Targeting Array, Target Lock, Blacksun Filter =120

    Elite
    -Team leader, Missile Pod, Plasma Rifle, Targeting Array, BK, HW-Multitracker, HW-Blacksun Filter
    x2 suits with TL-Missile Pod, Flamer =174

    Heavy
    x1 Hammerhead, Plasma Cannon, Burst Cannon, Multitracker, Blacksun Filter =130
    x2 Broadsides, Targeting Array, Team Leader, HW-Blacksun Filter, BK, HW-Drone Controller x2 Shield Drones =203

    989


    Note: I find that the Hammerhead is better of with the Plasma Cannon (48" Str7 AP3 Heavy 4, Twin-linked at BS4 is awesome) because you want the rail on the head for the Str6 AP4 Large blast and Tau are good against Sv4+ but they lack lover AP weapons and this one goes through marines like knife through butter! And it's good against transports.
    Last edited by JohnDaBarr; 04-07-2012 at 18:23.
    Don't fight a battle if you don't gain anything by winning.

  5. #5

    Re: Tau 1000 - Feedback Appreciated

    Quote Originally Posted by JohnDaBarr View Post
    Well, first of Target lock is now only usable by vehicles (check the latest FAQ)
    yes it say the target lock on page 28... page 28 being the infantry armoury, not the suit armoury thus crisis and suit commanders can still have 1 along with vehicles... check the FAQ..? open your eyes!

    Quote Originally Posted by JohnDaBarr View Post
    Drop the Iridium Armor and Stimulant Injector (HQ not that important) and two Fish, you don't need them now when the FW can move and shot.
    Shas'o is ok with extra BS, WS and W but that 25 pts can be spent better. Also if you have BS5 already then a TL weapon is a bit of a overkill!
    true, however TL 1 weapon is better than nothing, dont forget even with multi-tracker you can still only fire 2 weapons a turn, so having 3 is a waste

    Quote Originally Posted by JohnDaBarr View Post
    You can replace Pathfinders&Devilfish for 2 Tetras that is 120 pts for 8 Markerlights with BS4, Blacksun Filter and Target Lock!
    I would agree, just make sure your opponent is ok with you using FW models, and keep in mind tournies wont let you, if this is a concern stick with pathfinders

    Quote Originally Posted by JohnDaBarr View Post
    I would teamup the 2 Broadsuits into one unit (yeah now they cannot split their fire but I don't find that to be much of a problem because I would fire that extra shot just as a precaution) and as a single unit they are better of with Shield Drones. Also if you are taking TL Plasma get the Multitracker because why fire just the Railgun or Plasma when you can fire both?!?
    as per my 1st comment in this post, yes they can still take target lock meaning they can still split fire for flexibility


    I would roll with something like this:

    HQ
    Shas'el, Plasma Rifle, Missile Pod, Fusion Blaster, HW-Multitracker, HW-Blacksun Filter, HW-Drone Controller x2 Shield Drones =132

    Troops
    x10 Fire Warriors, Team Leader, Bonding knife =115
    x10 Fire Warriors, Team Leader, Bonding knife =115

    Fast Attack
    x2 Tetra, Targeting Array, Target Lock, Blacksun Filter =120

    Elite
    -Team leader, Missile Pod, Plasma Rifle, Targeting Array, BK, HW-Multitracker, HW-Blacksun Filter
    x2 suits with TL-Missile Pod, Flamer =174

    Heavy
    x1 Hammerhead, Plasma Cannon, Burst Cannon, Multitracker, Blacksun Filter =130
    x2 Broadsides, Targeting Array, Team Leader, HW-Blacksun Filter, BK, HW-Drone Controller x2 Shield Drones =203

    989

    Quote Originally Posted by JohnDaBarr View Post
    Note: I find that the Hammerhead is better of with the Plasma Cannon (48" Str7 AP3 Heavy 4, Twin-linked at BS4 is awesome) because you want the rail on the head for the Str6 AP4 Large blast and Tau are good against Sv4+ but they lack lover AP weapons and this one goes through marines like knife through butter! And it's good against transports.
    again the plasma turret is FW so check this with people you play, also I find the nurfing to armour and the fact you can get a TL railgun on a broadside for a fraction of the cost makes the hammerhead somewhat unreliable and redundent, the only 2 really useful things in the tau heavy section now are the broadsides and sniper teams IMHO

  6. #6

    Re: Tau 1000 - Feedback Appreciated

    Thanks for the feedback. I"m not real familiar with Forgeworld stuff. I visited the website and see the 'Tetras' and such but I didn't see the rules for them on the site. Also, there is another list for Tau currently under review for 500 points where it is mentioned that the Fire Warriors 'hijack' the Devilfish from the Pathfinders. How do you do that in the game? Meaning, is that part of deployment or something you work through in the first couple turns of the game? Also, what is the ideal number of Pathfinders to bring in a unit?

  7. #7
    Veteran Sergeant fred953d's Avatar
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    Re: Tau 1000 - Feedback Appreciated

    You essentially deploy your pathfinders out from the start somewhere they have good LOS, then you place their 'fish near the Fire Warriors who embark on it first turn. Note that FW cannot start in the Pathfinder 'fish due to the rules for dedicated transports.

  8. #8

    Re: Tau 1000 - Feedback Appreciated

    Quote Originally Posted by Fieos View Post
    Thanks for the feedback. I"m not real familiar with Forgeworld stuff. I visited the website and see the 'Tetras' and such but I didn't see the rules for them on the site. Also, there is another list for Tau currently under review for 500 points where it is mentioned that the Fire Warriors 'hijack' the Devilfish from the Pathfinders. How do you do that in the game? Meaning, is that part of deployment or something you work through in the first couple turns of the game? Also, what is the ideal number of Pathfinders to bring in a unit?
    in terms of the fish, as above and don't forget if you deep strike with LoS to the pathfinder fish they get the scatter dice

    a pathfinder unit I tend to find work well as 1 team of 8 or 2 teams of 4, the problem here is that mandotary fish, as the fish cost the same as a whole unit of pathfinders

  9. #9
    Chaplain JohnDaBarr's Avatar
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    Re: Tau 1000 - Feedback Appreciated

    http://www.forgeworld.co.uk/Download.../Tauupdate.pdf

    true, however TL 1 weapon is better than nothing, dont forget even with multi-tracker you can still only fire 2 weapons a turn, so having 3 is a waste
    I can't agree with you on this one, with BS5 you wont miss that often, and yeah with multitracker you can fire only two weapons but that FB is there if your HQ would ever need to kill something that got close and is big! (and believe me there is enough Sv2+ or AV14 stuff out there like termies.... god I hate them, so that FB is there as extra protection.)

    yes it say the target lock on page 28... page 28 being the infantry armoury, not the suit armoury thus crisis and suit commanders can still have 1 along with vehicles... check the FAQ..? open your eyes!
    I hope you are right because I am not sure!
    Don't fight a battle if you don't gain anything by winning.

  10. #10

    Re: Tau 1000 - Feedback Appreciated

    if you look in the FAQ the entry says page 28... blah blah blah, refering you to page 28 of the codex, which just happens to be the infatry page... the suit page is on page 25

  11. #11
    Chaplain JohnDaBarr's Avatar
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    Re: Tau 1000 - Feedback Appreciated

    if you look in the FAQ the entry says page 28... blah blah blah, refering you to page 28 of the codex, which just happens to be the infatry page... the suit page is on page 25
    yeah true, but the Target lock part on the 28 page is in the Suit armory section....
    Don't fight a battle if you don't gain anything by winning.

  12. #12
    Commander
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    Re: Tau 1000 - Feedback Appreciated

    Quote Originally Posted by 2nd place View Post

    apart from this, not a bad little list although 1 thing I will say and will keep saying it in 6th ed MARKERLIGHTS! there gold-dust
    Could you please explain why?

  13. #13

    Re: Tau 1000 - Feedback Appreciated

    firewarrios shooting and needing 4+ to hit is good, needing 3+ is better, on top of this they can lower you opponents cover save to buger all, the unit of scouts with a 2+ save in the building sniping at you and picking off your Sgt's ect... all of a sudden have a cover save of 0 and only a 4+ or 5+ save... and if you hit them with anything short of a 12 man firewarrior squad hitting on 3+ and wounding on 3+ you will make them very dead...

  14. #14

    Re: Tau 1000 - Feedback Appreciated

    Thanks to your feedback I had two dominant victories this week. One over Dark Eldar and the other over CSM. Both were decisive victories, but the DE one was a complete blow-out.

  15. #15
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    Re: Tau 1000 - Feedback Appreciated

    Quote Originally Posted by 2nd place View Post
    firewarrios shooting and needing 4+ to hit is good, needing 3+ is better, on top of this they can lower you opponents cover save to buger all, the unit of scouts with a 2+ save in the building sniping at you and picking off your Sgt's ect... all of a sudden have a cover save of 0 and only a 4+ or 5+ save... and if you hit them with anything short of a 12 man firewarrior squad hitting on 3+ and wounding on 3+ you will make them very dead...
    How is any of that conditional to 6th ed? Couldnt you have done all of that in 5th, if you were in a building? markerlights are simply no better of worse in 6th ed. You had me confused there for a min.

  16. #16
    Chapter Master alexh's Avatar
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    Re: Tau 1000 - Feedback Appreciated

    Quote Originally Posted by 2nd place View Post
    yes it say the target lock on page 28... page 28 being the infantry armoury, not the suit armoury thus crisis and suit commanders can still have 1 along with vehicles... check the FAQ..? open your eyes!
    I suggest YOU re read the FAQ with your eyes open as it clearly differentiates between armoury and infantry armoury being on page 28. This, to me, seems to suggest that Fire Warriors can take a target lock unless the FAQ intends that this is removed also. Official clarification is needed I suppose.

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