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 Modified Tau 1750

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JTPitt
Sergeant
Sergeant
JTPitt


Posts : 890
Join date : 2007-12-14
Age : 41
Location : Deer Park

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PostSubject: Modified Tau 1750   Modified Tau 1750 EmptyTue Apr 15, 2008 2:43 pm

I updated this list with some of the suggestions, so one I can still handle horde armies and deal with MEQ armies.

Number Of Models:52

HQ
1 Commander Shas'o - Shield Gen, Plasma Rifle, Cyclic Ion
XV8 Crisis Body Guard - Airburst Fragmentation/Fusion Blaster


Elites
3 XV8 Crisis Suites - Plasma Rifle/Missile Pod, Burst Cannon/Missile Pod, Fusion Blaster/Missile Pod Target Locks

3 XV8 Crisis Suites - Plasma Rifle/Missile Pod, Burst Cannon/Missile Pod, Fusion Blaster/Missile Pod Target Locks

Troops
10 Fire Warriors - Bonding Knife, Marker Light
Shas'ui Blacksun Filter
Devil Fish Transport - Flechette Dischargers, Decoy Launchers, Disruption Pod

10 Fire Warriors - Bonding Knife, Marker Light
Shas'ui Blacksun Filter
Devil Fish Transport - Flechette Dischargers, Decoy Launchers, Disruption Pod

10 Fire Warriors - Bonding Knife, Marker Light
Shas'ui Blacksun Filter

10 Fire Warriors - Bonding Knife, Marker Light
Shas'ui Blacksunfilter

Heavy
2 Hammerhead Gunship - Flechette Dischargers, Multi-Trackers
Black Sun Filter
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Marc
Fantasy Moderator
Marc


Posts : 2428
Join date : 2007-08-20
Location : Milford

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PostSubject: Re: Modified Tau 1750   Modified Tau 1750 EmptyTue Apr 15, 2008 4:29 pm

If I were doing Tau again I would opt for a few Twinked Missile Pod XV8s. I just seemed to never be in Plasma range with a unit or two in every game and it was a waste. Not all across the list mind you.

Either way, group your XV8s. Go three Missile/Plasma or three Missile/Burst or whatever and then assign your fire lanes accordingly.

I'm still not a fan of 100+ pt nonscoring dedicated APCs..

Flechette on Hammerheads is not needed. If they are charging those than you did something where you're gonna lose anyways..

Other than that, give it a go this Saturday!
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CJ
Captain
Captain



Posts : 2334
Join date : 2007-08-20
Age : 49
Location : Harrison OH

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PostSubject: Re: Modified Tau 1750   Modified Tau 1750 EmptyTue Apr 15, 2008 5:59 pm

Max out your HQ unit to 3 suits.....never do 2 or 1....always 3.

Also...no TA??? you go from 3 to 4 on the BS chart.....you want this...
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JTPitt
Sergeant
Sergeant
JTPitt


Posts : 890
Join date : 2007-12-14
Age : 41
Location : Deer Park

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PostSubject: Re: Modified Tau 1750   Modified Tau 1750 EmptyTue Apr 15, 2008 10:39 pm

I decided to drop the bodyguard to keep him and IC but picked up a XV88 for a third Railgun along with a TA so please tell me wat you think now of this army list.



Number Of Models:52

HQ
1 Commander Shas'o - Shield Gen, Plasma Rifle, Cyclic Ion

Elites
3 XV8 Crisis Suites - Plasma Rifle/Missile Pod, Burst Cannon/Missile Pod, Fusion Blaster/Missile Pod Target Locks

3 XV8 Crisis Suites - Plasma Rifle/Missile Pod, Burst Cannon/Missile Pod, Fusion Blaster/Missile Pod Target Locks

Troops
10 Fire Warriors - Bonding Knife, Marker Light
Shas'ui Blacksun Filter
Devil Fish Transport - Flechette Dischargers, Decoy Launchers, Disruption Pod

10 Fire Warriors - Bonding Knife, Marker Light
Shas'ui Blacksun Filter
Devil Fish Transport - Flechette Dischargers, Decoy Launchers, Disruption Pod

10 Fire Warriors - Bonding Knife, Marker Light
Shas'ui Blacksun Filter

10 Fire Warriors - Bonding Knife, Marker Light
Shas'ui Blacksunfilter

Heavy
XV88 Broadside Battlesuit - TL Railguns and Smart Missile System, TA

2 Hammerhead Gunship - Flechette Dischargers, Multi-Trackers
Black Sun Filter
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Rob
Neophyte
Rob


Posts : 211
Join date : 2007-08-25
Location : Prescott (retirement ****)

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PostSubject: Re: Modified Tau 1750   Modified Tau 1750 EmptyWed Apr 16, 2008 9:17 pm

I agree with marc on the crisis squads, you should keep the weapons the same. Also i would get rid of the target locks and blacksun filters in exchange for multitrackers on the crisis suits. I would also drop the Flatchette dischargers and decoy launchers on your vehicles. That should open up some aditional points. The flatchette dischargers are only good in tankshock in which most cases is going to get you nuetered by a powerfist. The decoy launcers are only good against a glancing 5, which is OK in this addition because i lends you one more turn to evacuate or shoot, but not moving, your tanks are a write-off. also in 5th the are nerfing the skimmer rules so that skimmers will not get the autoglance rule making the decoy launchers next to useless
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Makari
Supreme Forum Overlord
Makari


Posts : 3291
Join date : 2007-11-10
Age : 46
Location : Milford, OH

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PostSubject: Re: Modified Tau 1750   Modified Tau 1750 EmptyWed Apr 16, 2008 9:55 pm

I would Drop the Tau and Go Orks! They will rule the Galaxy anyway so why delay the inevidable... lol Razz
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CJ
Captain
Captain



Posts : 2334
Join date : 2007-08-20
Age : 49
Location : Harrison OH

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PostSubject: Re: Modified Tau 1750   Modified Tau 1750 EmptyWed Apr 16, 2008 10:06 pm

man.....you are such an ORK HEAD!!!

You don't need all of those TL on your suits...make one of them your squad leader and give them the Hard wired...this allows your squad to have the same ability.
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