Thursday, June 25, 2009

Tau for 'Ard Boyz


So while I wait to see what rulings I get on some of my GK GM questions I thought I'd build up lists for my other armies. There is no way I'm going to jump horses now, I'm committed to trying to get the BT in order for the tourny. However this is a good exercise to see what I could put together, as well as what I could be facing across the table in a few weeks!

2500 pt 'Ard Boyz Tau

HQ 1: Shas'el- Plasma Rifle, Missile Pod, Target Array, Hard wired Multitracker, Hard wired Drone Controler, 2 Shield Drones, Bonding Knife
Retinue of Shas'Vre x 2, Plasma Rifle, Missile Pod, Target Array, Hard wired Multitracker
266

HQ 2: Shas'el- Plasma Rifle, Missile Pod, Target Array, Hard wired Multitracker, Hard wired Drone Controler, 2 Shield Drones, Bonding Knife
Retinue of Shas'Vre x 2, Plasma Rifle, Missile Pod, Target Array, Hard wired Multitracker
266

Elite 1: 6 Stealth Suits
180

Troop 1: 11 Firewarriors, 1 Shas'ui w/ Bonding Knife
135

Troop 2: 11 Firewarriors, 1 Shas'ui w/ Bonding Knife
135

Troop 3: 6 Firewarriors
60

Troop 4: 6 Firewarriors
60

Troop 5: 17 Kroot, 8 Kroothounds
167

Fast Attack 1: Pirahnas x2 w/ Target Arrays and Fusion
150

Fast Attack 2: Pathfinders x 6, Devilfish w/ Disruption Pods, Target Array, Flechette Discharger, and Smart Missile System
202

Fast Attack 3: Pathfinders x 6, Devilfish w/ Disruption Pods, Target Array, Flechette Discharger, and Smart Missile System
202

Heavy 1: Broadsides x 3 with Advanced Stabilization System, 1 Team Leader upgrade, Drone Controller, Hard Wired Multitracker, Bonding Knife, and 2 shield drones
285

Heavy 2: Hammerhead, Railgun, Disruption Pods, Multitracker
165

Heavy 3: Hammerhead, Railgun, Disruption Pods, Multitracker
165

Total Points: 2498

5 Troops, 'Ard Boyz KP from last year would be 22, normal kp are 16

Normally Tau have crazy high KP I find, so 16 normal is really good in my mind. 22 for 'Ard boyz... eh, I think it is a little high, but most of the big KP are pretty survivable if I can keep my distance.

No crisis elites is almost sacrilege, but I think the two HQ command squads will work out ok and help me trim the KPs down.

Two shooty FW squads, 2 small squads to basically make the pathfinders fishes scoring units.

A solid 25 kroot type bodies, able to wall off drop pod meltas, fast attackers, or outflank/infiltrate on a shooty oponent.

Lots of anti tank, tha tau specialty.

Nob bikers are what could really ruin this list's day. I'd have to focus fire like crazy on the unit, and use marker lights to reduce cover saves and hopefully LD scores to route them off the table. However our gaming store is so choked full of terrain it is hard to bring all the firepower to bear (and is one reason I always use SMS now).

I still think it could gun down a lot of IG lists, and marines and chaos would be challenging but fun games. A 'normal' ork army would be fun to play against as well.

I'm almost positive this list could be a real problem for my Templar. Deployed right to defend against the pods with Kroot, and a Tau first turn to deny my great smoke launchers usage and they could be in a heap of trouble.

I'd have to pick up some more pathfinders (or convert them over), but with a small amount of painting this list would be ready to go.

Maybe next year... hehe.

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