Tuesday, July 14, 2009

750pt Tau Force

I'm gearing up for my first 5ed game. I have updated my 4ed Tau force with the following results. This is basically an "all-comers" list. I am currently not certain what I will face... it could be Demon Hunters, Eldar, or Necrons.

HQ (97 Pts)
Shas'el; Fusion Blaster; Plasma Rifle; Targeting Array; Hard-wired Multi-tracker

Troops (185 Pts)
9 Fire Warrior; Pulse Rifle
1 Devilfish; Burst Cannon; 2 Gun Drones; Disruption Pod; Multi-tracker

Troops (185 Pts)
9 Fire Warrior; Pulse Rifle
1 Devilfish; Burst Cannon; 2 Gun Drones; Disruption Pod; Multi-tracker

Elite (100 Pts)
2 Crisis Battlesuit; Burst Cannon; Fusion Blaster; Multi-tracker

Heavy (180 Pts)
Hammerhead Gunship; Railgun; SMS; Targeting Array; Decoy Launchers; Disruption Pod; Multi-tracker

Breakdown:
  • Minis: 21
  • Tanks: 3
  • Pulse Rifle: 18
  • Pulse Carbines (TL): 4
  • Burst Cannons: 4
  • Fusion Blasters: 3
  • Plasma Rifles: 1
  • Railguns: 1
  • Smart Missile Systems: 1

6 comments:

  1. It should perform well for a 750pt battle!
    Mitch
    http://ottawagamer.blogspot.com/

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  2. Eh I myself would drop the hammer head and take some broadsides instead. with the range of a rail gun you dont so much need the mobility and compared to broad sides the railgun on a hammerhead is a one shot chance while the twin linked broadsides get a reroll which is possibly even more needed since i see no markerlights on your list.

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  3. So Chernobyl, dropping a HH for 2 Broadsides (w/ 2 shield drones and one target lock)?

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  4. Well let me go over what I would do with the list ( please note this is purely opinion and isnt worth anything but might give you something to think about)

    HQ and elites: I wouldnt keep the armaments on thies guys set while the fusion blaster is our Taus only means of fielding a melta weapon at 750 points I dont see an opponent making major use of armor other then transports, which you have a decent chance of cracking open, or equaly as devastating stoping, a transport with the missle pod option. I would also throw a stim injector on the HQ, with his stat line and movement abilities giving him feel no pain would make him a force.

    troops:no bonding knifes? I myself see that as one of the best pieces of gear our troops have being able to regroup even after 50% losses is just major.

    Transports: drop the multi tracker it only has one gun so it dosnt need it use the points for bonding knifes for your troops.

    Heavy support: I think you might be going over your points with shield drones Im not quite sure havnt done up the math. Im guessing you ment targeting array in which case I would have to say no and tell you to take the advanced stablisation system. being able to move and fire heavy weapons is a boon . you would use it when you just need those extra few inchis to get a clear shot of something since it confers the slow and purposeful special rule and then fire off the rail gun ( long distance vs armor) or smart missle system ( short range troops ). remember the rule for the advanced stablisation system say you can choose to use it so if there is nothing in your line of sight they can move and make a run move as normal.

    something to think about
    Chernobyl

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  5. Personally, I'm a fan of the Hammerhead over the Broadsides, if for no other reason than the Submunitions shot. At 750 points, I'm not convinced that you'll be facing enough armor to make 2 twin-linked S10/AP1 shots worthwhile. However, a mobile fire platform that can do large bursts or armor-killing shots, all while also doing SMS fire, is going to be a good, flexible solution.

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  6. Hmmm Nocker makes a good point although I still prefer to have a reroll on something that will take out someones hardcore units (ie termies and named characters without the eternal warrior rule and such) more so due to the lack of markerlights in his list. the sub munition round IS nice but more for horde armys with a laughable save like IG or Orks.

    Also something to think about with the current IG codex someone playing them can field a fairly basic leman russ for 170 points ( the canon and three heavy bolter) which is a monster in and of itself ,throw Pask on it and its gets a BS4 and a +1 to armor pen.

    Now here is the kicker what is the advantage of a broadside over a hammer head against this souped up lemun russ?

    1) for the standard cost of one hammer head you can take two broadsides with the stablisation system which come with a twin linked rail gun.

    2) since they arnt vechiles they arnt subject to armor pen.

    3) standard lemun russ cannon has an ap 3 while broadsides have a 2+ normal save which even though they would be effected by the instant death rule they still get a mighty hard (though it does of course happen) to fail save.

    well those are my thoughts on the matter at any rate.

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