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Spooky's Sample Army Lists
Content by Spooky, Written by Spooky, Edited by T0nkaTruckDriver
I've been playing Tau since 2004, I moved gradually to Mech as I realised
the firepower often just isn't enough to stop the opponent with a static
army. I've always kept a small static element in the army, it's varied a
lot but I like the focus it gives me, having a small firebase can be useful
to wheel around and operate around. Plus the good shooting efficiency is
always welcome.
This Hybrid Mech approach has worked well for me, but my list is always
evolving. Here's the current 1500 list as of March 2005:
- Shas'el [TL Plasma Rifle, Missile Pod, HW Multitracker] (98)
- Shas'el [TL Missile Pod, Plasma Rifle, HW Multitracker] (97)
- 12 Firewarriors in Devilfish [Multitracker, Decoy] (215)
- 12 Firewarriors in Devilfish [Multitracker, Decoy] (215)
- 10 Kroot (70)
- 10 Kroot (70)
- 6 Firewarriors (60)
- 6 Firewarriors (60)
- Railhead [SMS, Target Lock, Multitracker, Decoy] (180)
- Railhead [SMS, Target Lock, Multitracker, Decoy] (180)
- Broadside Battlesuit [Multitracker] (75)
Total: 1500
Seekers: 0
Tanks: 4
Scoring Units: 10
From the top then, the Shas'els. I like to call this pair Shock and Awe,
they are 2 of the best crisis configurations around. They have more points
pushed into them than a standard fireknife, 20 points for the 'el upgrade
and 12-13 points for the twinlinking. However, this does not dent their
shooting efficiency, against the right targets. Taking one of each instead
of 2 of just 1 kind gives me flexibility and they complement each other
well.
The reason I've pushed more points into the HQ suits is because I believe
the Crisis still has a place in the Tau army, but it's no longer in the
Elite slots. The HQ suits are just as efficient, but have IC status which
is simply too good to not take as much advantage of as I can.
6 Stealths. Yea. Always useful. They tend to operate around a flank, with
one Shas'el. No Crisis Suits in Elite slots in my list, I've got 2 expensive
HQ ones already and thats enough I think. If I was to put more points into
Elites, it'd be more Stealths.
Troops. I have a lot of troops, but 4 of the squads are minimum sized.
The 6 man Firewarrior squads tend not to do much actually, but they are
a deployment step and a scoring unit. I'm always tempted to swap them out
for more Stealths, but the 30" range is often useful
The 10 man squads of Kroot I use to infiltrate into area terrain. With
a 4+ cover save from ruins or woods, they're some of the best shooting units
in the game. The only time I try and get them into combat is against Guard.
The 2 Devilfish of Firewarriors should be the mainstay of my force, but
more often than not they just seem to die. I probably should get a Shas'ui
for them, they get either assaulted, or spend most of the game driving around
the board loaded up, 'protecting their VPs' = not doing anything, or they
get hit by a bit of shooting and 3 die and they run away. The biggest reason
for keeping them seems to be having extra skimmer hulls on the table means
the Hammerheads are more durable via a dilution effect...
No fast attack, straight to the Railguns then. The Hammerheads are well
documented on their use, they tend to scuttle along table edges, always
trying to get a good Railgun target in line of sight, and the SMS into range
of a secondary infantry target, to justify the extra 15 pts it costs, while
at the same time also trying to use the terrain to block LOS to as much
of the enemy's anti tank. heh.
The Broadside is more of a oddity. He always deploys after the Hammerheads,
once I've seen where the enemy has committed most of his Heavy Support.
He needs long firing lanes and a cover save, which generally sees him in
a corner.
The main task he has is to hopefully kill a tank or something before dying
to a Las Cannon. He also lets me play mind games with deployment, bait and
herding. The Firewarriors help with that bait effect, the 6 man squads being
the first troops I deploy, to give the illusion I'm commiting to a location
as a firebase.
The sole Broadside is not as effective at the mind games as I'd like, but
at the same time I'm loathe to spend more points on beefing the unit up
with more guns and shield drones.
The advantages this army has is the large number of models, units, deployment
steps, and scoring units. It's quite varied, meaning I've got flexibility
against a range of armies, but its main focus is always Marine-types. I
find it can be quite slippery to play with, if I manage to stay out of combat
its worth being cautious and running away for, it fires well on the move
and can frustrate the enemys plan.
Downsides this list brings is the small unit size and poor leadership.
I've not faced Fear of the Darkness yet but I know it wouldn't be pretty.
If I start taking casualities on my important units then it can collapse
badly, but I enjoy playing with a finesse list like this and doing that
waltz as you try and get to the optimal range with all your units, while
staying out of charge range at the same time.
Things this list fears are armies that are faster, like 13th Company, or
lots of Assault Marines.
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