Showing posts with label Tau. Show all posts
Showing posts with label Tau. Show all posts

Tuesday, September 28, 2010

Tau Empire: Putting it all together

Over the last couple of days, I have discussed the ups, downs, tactics, and upgrades that you can use for various units. Now, It's time to put my money where my mouth is, and put all of that into one, mega-uber-destructor army. So, here goes:

Shas’el commander w/ Hard-wired multi-tracker, plasma rifle, Missile pod, hard-wired drone controller with 2 shield drones. 2 Crisis bodyguards w/ Hard wired multi-trackers, plasma rifles, missile pods, targeting arrays.

3 Crisis Battlesuits, all with twin-linked flamers, drone controller, 2 gun drones

(x3) 6 Fire Warriors w/ Devilfish APC w/ Disruption Pod, Smart Missile System, Targeting Array, Multi-tracker

2 Broadside battlesuits w/ Advanced stabilization Systems, Shas'vre w/ Hard-wired drone controller, 2 gun drones

(x2) Sky Ray w/ smart missile system, multi-tracker, targeting array, disruption pod

This is a very mobile, very shooty, and overall, very scary list. Deployment for this army is very simple. On the flank with the most cover, you deploy your Broadsides. Then, have all of your tanks in the center of the battlefield, in a wall that will demolish your enemy's army. What you do with the battlesuits is up to your personal preferences, but you usually want to advance with them, along with the rest of the army. Now, one last thing, which seems obvious, but bears repeating: Stay out of assault range of enemies at all times! Once in assault, this army is finished, but with some canny maneuvering, you can stay in rage with your weapons, while staying more than 6" away from the enemy.

Sunday, September 26, 2010

Tau Empire Fire Warriors

In part two of the Tau Empire tactics, we will look at the meat of any Tau force; the fire Warriors. Let's look at the basic profile. Average ballistic skill, low weapon skill, low initiative, average everything else, and a healthy 4+ save. All in all, not a bad choice for 10 points per model. But then, you look a their weaponry, and it all becomes clear. A S5 AP5, 30" range rapid fire weapon, on a basic trooper? That is nice. They will tear up anything at range, but they will most likely fold under assault from even Imperial Guardsmen. Sound harsh? Possibly, but all true. Though, if you play your cards right, there shouldn't be anyone left to fight...
The cheapness of these models means you'll have plenty of room for your big, expensive Battlesuit teams, Sky Rays, and what not. Some of the other options available are not great. If you have a gunline army, a Markerlight could be awesome, as could a team Leader with a bonding knife, or something else. Probably the best option they can take is the Devilfish APC. One of the best transports in the game, it can carry up to 12 models, and even vanilla it can kick out 5 S5 shots, although, you should probably upgrade it with a Smart Missile System. Anyway, with all of this talking, i need to give you an example. So, here is what I believe is the optimal Fire Warrior team.

6 Fire Warriors w/ Devilfish APC w/ Disruption Pod, Smart Missile System, Targeting Array, Multi-tracker - 180 points

I would suggest taking about 3 squads like this in any given 1.5K list, they can kick out some nice firepower. The Devilfish takes up the majority of the 180 points, taking up 12o of them. But still, it is a 12-11-10 vehicle that has a 4+ cover save against any shots from over 12" away (Disruption Pod), can fire, but not move, like a Fast Vehicle (Multi-Tracker), meaning it can fire 7 strength 5 shots if it moves 6" or less (Smart Missile System), and it has a healthy BS of 4 (targeting array). All in all, a pretty good unit, can take out many transport vehicles, and infantry, and if necessary, the Fire Warriors inside can disembark, and add their fire to the volley.

Saturday, September 25, 2010

Tau Crisis Battlesuit Tactics

Okay, folks, today we will be discussing the elite of possibly the best ranged army in the game, the Tau Empire Crisis Battlesuits. In every Tau tournament army I have seen, it has included at least 2 squads of these guys, though I would suggest possibly 3, if you have the points. We all know that the average player will give his squads some Drones, and then the plasma rifle missile pod combo, but these are just two of the options that you can take. Let's look at weapons first. The oft-overlooked Fusion gun is cheap, but effective. The burst cannon is good, but there are better options. Taking a twin-linked flamer on them is a measly 6 points! also, If you do this, there is no need to take a multi-tracker, or a targeting array, allowing you to possibly splurge out and get some shield drones, instead of gun drones. Speaking of some of the upgrades, a combo I have seen, it is pricey pointswise, but is very much worth it, is the multi-tracker, targeting array, and then the missile pod/plasma rifle. Very pricey, but if you have the points, it's pretty good. Other than those two, Target Lock is cheap, and can be effective, you should usually include some drones to take wounds, Blacksun Filter isn't really worth it. A Bonding Knife isn't bad, and it's only 5 points, so why not? Anyway, here are the two battlesuit combos that I think are optimal. These are both assuming that you took a bodyguard of Crisis for your commander, and that they are armed with the plasma rifle/missile pod combo:

Crisis Squad 1:

3 Crisis Battlesuits, all with twin-linked flamers, drone controller, 2 gun drones - 153 points

This unit will be absolutely deadly against light infantry, such as Guardsmen, Orks, and Tyranids, and will even put a dent in Marines. It has a grand total of 12 wounds, and it isn't super expensive, either! the best way to use this, is to leave an obvious hole in your lines, and then when the enemy sends a horde to exploit it, you Deep Strike this beast right in front of it, and then flame their brains out. Once this is done, you usually want to jump behind cover.

Crisis Squad 2:

3 Crisis Battlesuits, all with Missile Pod, Plasma Rifle, targeting array, hard-wired multi-tracker, hard wired drone controller, 1 gun drone - 246 points

This unit, though expensive, will absolutely devastate both infantry and tanks with too many accurate, high-strength shots. best use for this is to Deep Strike them next to a monstrous creature, take out the beastie in question, and then wade further into the fight. The other great thing about these units is that neither of them is terrible in combat, with strength 5 and 2 attacks, as well as a healthy 3+ armor save. Taking both of these in the same army, combined with a Commander with his bodyguard, some Fire Warriors in Devilfish, a couple of Broadsides, and a Sky Ray, and you have a problem on your hands.