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2k Mech Tau (double CAD)


fluger

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Been mulling over different armies and I've been noodling with a mech tau list.  

 

Ethereal:  50
 
Darkstrider:  100 (second CAD)
 
11 Fire Warriors:  99 + 95
  Devilfish:  Sensor Spines, TL SMS
 
12 Fire Warriors:  108 + 95
  Devilfish:  Sensor Spines, TL SMS
 
12 Fire Warriors:  108 + 95
  Devilfish:  Sensor Spines, TL SMS (second CAD)
 
11 Fire Warriors:  121 + 95
  EMP grenades
  Devilfish:  Sensor Spines, TL SMS (second CAD)
 
Razorshark:  153
  Missile Pod, Decoy Launchers
 
Razorshark:  153
  Missile Pod, Decoy Launchers
 
2 x Piranhas:  112
  Fusion Blaster, Sensor Spines, Blacksun
  Filter
 
2 x Piranhas:  112  (second CAD)
  Fusion Blaster, Sensor Spines, Blacksun
  Filter 
 
Hammerhead:  136
  Submunition Rounds, TL SMS, Sensor Spines, 
  Blacksun Filter 
 
Hammerhead:  136
  Submunition Rounds, TL SMS, Sensor Spines, 
  Blacksun Filter 
 
Sky Ray:  116
  TL SMS, Blacksun Filter 
 
Sky Ray:  116  (second CAD)
  TL SMS, Blacksun Filter 
  
2000
 
Now, it is certainly lacking some of the best and brightest parts of the dex, but I really like the feel of the list overall.  A bunch of hover tanks with some fast hover vehicles and some flyers.  
 
Devilfish are kinda poopy for their points, and firewarriors are mono-taskers, but I think that the other stuff in the list will kick out enough anti tank to compensate.  I really REALLY like the Razorsharks, especially with the Decoy Launchers (give the model a 4++ save vs anything with the interceptor rule).  They either kick out 6 S7 shots or two s7 shots and a S8 pie plate.  
 
The pirahnas are basically there to go after vehicles and get in the way.  
 
Hammerheads are there for hopefully popping tanks or shredding infantry if needed.  
 
The sky rays give me reliable Markerlights which makes everything work better as well as having great alpha strike potential.  
 
I like the one unit of Firewarriors that is going to outflank with Darkstrider.  They could REALLY do a number on small backfield units and should be a nice bit of distraction.  
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Looks iffy. Your alpha strike AT is basically those two hammer heads. I show up with a couple of AV14 buildings/vehicles which start in cover, and you'd have a real challenge with just those, especially if they were backfield AV14.

 

I'd find points for longstrike, if taking hammer heads anyway.

 

Blacksun filter is also much less practical in 7th, as night fight can be removed with two marker hits...

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Gives up a fair # of kill points. But with all those units... Floating... Around... it should be able to grab/contest plenty of objectives.

I mostly just play Maelstrom, so I'm not worried about Kill Points.  :D 

 

 

Looks iffy. Your alpha strike AT is basically those two hammer heads. I show up with a couple of AV14 buildings/vehicles which start in cover, and you'd have a real challenge with just those, especially if they were backfield AV14.

 

I'd find points for longstrike, if taking hammer heads anyway.

 

Blacksun filter is also much less practical in 7th, as night fight can be removed with two marker hits...

 

Alpha strike AT is actually all the sky ray missiles and the hammer heads.   I'm not overly worried about AV14 spammed, honestly.  

 

Longstrike is fine, but he's pretty expensive at 45 pts.  I'm not sure the BS5 is really worth it.

 

Blacksun filters are only 1 pt, and I had 8 pts left over when I built the list, so I put them on 8 vehicles.  

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Alpha strike AT is actually all the sky ray missiles and the hammer heads.   I'm not overly worried about AV14 spammed, honestly.  

 

Longstrike is fine, but he's pretty expensive at 45 pts.  I'm not sure the BS5 is really worth it.

 

Blacksun filters are only 1 pt, and I had 8 pts left over when I built the list, so I put them on 8 vehicles.  

Your call on the AV14, does really depend on your meta. I run AV14 in almost every list, with opponents that fail to bring adequate solutions having a very tough time in some games. I'm also not talking about spamming it, just 2 units with FA14 should be a tough one for your alpha strike.

 

Longstike, as I recall, also adds tank hunter, which is pretty important on hammer head AT rolling, in my experience. I've certainly played many games where those hammer heads decided they couldn't pen AV 14...In personal experience, longstrike in a hammer head most certainly does the work of two regular hammer heads. Again, personal experience.

 

I didn't realize blacksuns were so cheap this edition. No problems there, unless you need the points elsewhere. It does make longstrike 37pts rather than 45pts...

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I think it's a pretty decent start on a list, but has a few problems. The big one is that you don't have a lot of Markerlights- squads of FW spewing out shots really want to have some Markerlights to boost their performance. The Skyrays certainly help, but something like some Tetras (for theme) or Marker Drones (for sheer effectiveness) would be a big boon to you. I'm not a fan of Darkstrider, although I can sorta see why you took him here; still, I think a Commander leading a Marker Drone squad or just a second Ethereal would serve you better.

 

Also, in case you didn't know, a squadron only needs one model with a Blacksun Filter or Sensor Spines for the whole unit to benefit from them. Can shave off a few points there.

 

If you're allowed FW models, the Barracuda is infinitely superior to the Razorshark. AP3 on its main gun, BS4, better secondary armament, and superior Jink (although at the cost of going to AV10/HP2.) They make great dogfighters and ground-attack platforms both.

 

Longstrike, when you're taking him, is only partially for the BS5- the other half of his usefulness is Tank Hunters, one of the best special rules in the game. Since you have easy access to Fusion (via Piranhas) I'm not sure you need him and his railgun, but he's certainly worth considering. He also can protect the rest of your army from long-range charges to a limited degree.

 

I would definitely try to find points for Disruption Pods on your vehicles- I find it makes a huge difference in survivability, especially on the Hammerheads that are hanging out in Ruins or whatnot. I don't buy it for Skyrays or Piranhas, but all of the other tanks typically get it. I could go either way on SMS vs Drones for Devilfish, but I usually prefer the latter because they tend to be Jinking so often I can't really rely on their firepower (and Jink doesn't affect passengers, so...) The ability to block movement with a bunch of expendable squads is also quite invaluable and can easily save your bacon.

 

I'm not really sure the second CAD is all that necessary at the end of the day; if you're not morally opposed to Riptides, slotting in one or two of those (rather than the extra HS or FA stuff) could cover your bases against DSing models, which you are otherwise gonna struggle with a bit.

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