Monday, March 30, 2009

Tau Mixed Mech

1 Commander Shas'el @ 92 Pts
Hard-wired Target Lock; Missile Pod; Plasma Rifle; Multi-Tracker

1 Crisis Battlesuit @ 191 Pts
Team Leader; Crisis Battlesuit; Missile Pod; Plasma Rifle; Multi-Tracker
2 Crisis Battlesuit @ [124] Pts
Missile Pod; Plasma Rifle; Multi-Tracker

1 Crisis Battlesuit @ 191 Pts
Team Leader; Crisis Battlesuit; Missile Pod; Plasma Rifle; Multi-Tracker
2 Crisis Battlesuit @ [124] Pts
Missile Pod; Plasma Rifle; Multi-Tracker

1 Crisis Battlesuit @ 191 Pts
Team Leader; Crisis Battlesuit; Missile Pod; Plasma Rifle; Multi-Tracker
2 Crisis Battlesuit @ [124] Pts
Missile Pod; Plasma Rifle; Multi-Tracker

10 Kroot Carnivore Squad @ 112 Pts
Add Kroot Hounds; Kroot Rifle (x10)
7 Kroot Hounds @ [42] Pts

10 Kroot Carnivore Squad @ 112 Pts
Add Kroot Hounds; Kroot Rifle (x10)
7 Kroot Hounds @ [42] Pts

6 Fire Warrior @ 60 Pts
Pulse Rifle (x6)

8 Pathfinder @ 206 Pts
Markerlight (x8); Pulse Carbine (x8)
1 Devilfish @ [110] Pts
Burst Cannon; Smart Missile System; Disruption Pod; Landing Gear; Marker Beacon; Targeting Array

2 Piranha Light Skimmer @ 155 Pts
Fusion Blaster (x2); Gun Drones (x2); Disruption Pod (x2); Target Lock (x1); Targeting Array (x2)
2 Gun Drones @ [0] Pts
Twin Linked Pulse Carbines

1 Broadside Battlesuit @ 170 Pts
Team Leader; Twin linked Railgun; Broadside Battlesuit; Smart Missile System; Hard-wired Target Lock; Advanced Stabilisation System
1 Broadside Battlesuit @ [80] Pts
Twin linked Railgun; Smart Missile System; Advanced Stabilisation System

1 Hammerhead Gunship @ 185 Pts
Railgun; Smart Missile System; Blacksun Filter; Disruption Pod; Landing Gear; Multi-Tracker; Target Lock; Targeting Array

1 Hammerhead Gunship @ 185 Pts
Railgun; Smart Missile System; Blacksun Filter; Disruption Pod; Landing Gear; Multi-Tracker; Target Lock; Targeting Array

Total Roster Cost: 1850

This list is a change from my 4th Ed list, which was discussed on Stelek's blog, sniper drones just don't get the job done, and with the prevalence of mech the extra rail guns are a must.

I also added a couple of BSF because I had the extra points and it seems like a decent way to use them with the first turn night fight in DoW setup. It may change in the future.

I also put team leaders into all of my crisis squads from the 4th Ed list in order to take advantage of multi wound shenanigans.

The firewarriors jack the pathfinders ride of course. KEEP THEM INSIDE THE DEVILFISH. Don't get greedy, it will cost you.

I took 17 total in my kroot squads because it pushes the casualty count to 5 in order to make them take a check on LD 7.
Remember: kroot are one of the best and cheapest utility units in the game, great for anti deepstrike, and outflank. Use them to discourage assault on the rest of your really squishy army. They can go to ground for a 2+ in woods. Awesome for holding objectives, and they can counter assault in a pinch.

Piranhas are great for tank busting if you can get them there, they are also really useful for slowing other armies down. Armour 11 on the front keeps bolters and the like from bringing them down and 2 can block a sizable section as a sacrificial unit to keep others back from the meat of the army.

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