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[C:TE] Tau Survivors (Combat Patrol)

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[C:TE] Tau Survivors (Combat Patrol)

Postby LordMalekTheRedKnight » Thu Feb 14, 2008 7:01 pm

Hey all :)

as you are probably all aware, i am in the process of building a Tau Combat Patrol. (Do you have any projects on the go right now?)

i plan to take it with me when i go to meet Dan, and when i go to WHWorld for the big meet-up. :D

the list is designed to be used in a balanced/fun/fluffy environment, and is supposed to represent survivors from a science ship that has crash landed on an Imperial planet (Madgra Prime, where all my lists are set). luckily for the crew the stealth technology they were testing prevented them from being detected (and shot to bits) by the planets defence systems - all they have to do now is survive out in the ash wastes while they repair their ship...

the force is mainly made up of Drones (5 of which "count as" Fire Warriors), with very few actual Tau (it was a small experimental ship). Stealth fields feature heavily too (that is what the crew specialise in afterall).

without further ado, here is the list:

Code: Select all
Tau Combat Patrol [400 pts]

Fire Warrior Drone Team [6 Tau = 98pts]
Team Leader: Pulse Rifle, Markerlight, Bonding Knife, Hard-wired Target Lock, Hard-wired Multi-tracker, EMP Grenades.
5 Fire Warrior "Drones": Pulse Rifle.

Sniper Drone Team [1 Tau & 3 Drones = 80pts]
Spotter: Pulse Pistol, Drone Controller, Networked Markerlight, Stealth Field Generator, Targeting Array.
3 Sniper Drones: Rail Rifle, Target Lock, Stealth Field Generator, Targeting Array.

Gun Drone Squadron [6 Drones = 72pts]
6 Gun Drones: Twin-linked Pulse Carbine.

Stealth Team [3 Suits & 6 Drones = 150pts]
3 Stealth Suits: Burst Cannon, Stealth Armour, Stealth Field Generator, Drone Controller + 2 Gun Drones.


and here is a graphical representation:

Image

ive not finished building it yet (far from it, unfortunately) never mind tried using it. while comments will be greatfully appreciated, the list itself is set in stone now (its all bought and paid for), so there is no need to suggest changes - i would appreciate tips on using such a CP force, though. :)

cheers

~ Tim
Last edited by LordMalekTheRedKnight on Thu Feb 14, 2008 8:28 pm, edited 2 times in total.
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Postby jlong05 » Fri Feb 15, 2008 2:05 am

Well, as you and I have discussed on my list creation, yours seems pretty solid and should be a lot of fun to play. Honestly, I may copy your CP, although I do have those snazzy Heavy Weapons Tau to use. I guess I will have to come up with some fun fluff.
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Postby fyrebyrd » Fri Feb 15, 2008 5:41 am

I was looking for anything glaring to give you some sort of constructive strategy. But this list looks good, its very solid and for that matter fairly strong too. Good Job Tim!
Cheers!
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Postby LordMalekTheRedKnight » Fri Feb 15, 2008 11:29 am

jlong05 wrote:Well, as you and I have discussed on my list creation, yours seems pretty solid and should be a lot of fun to play.

fyrebyrd wrote:I was looking for anything glaring to give you some sort of constructive strategy. But this list looks good, its very solid and for that matter fairly strong too. Good Job Tim!

cheers guys! :oops: :D

i posted the list a while back on 'seer (way before i was in any sort of position to actually build it) and IIRC i got mixed reviews with regards to tabletop effectiveness (which is fine, because its not meant to be a tournament winning list).

heres the "plan" (yes, i know plans rarely survive contact with the enemy :P):

Deployment:
- The Sniper Team cant force Target Priority checks by setting up in front of the FWs, so the FWs have nothing to lose by setting up further forward than the Snipers (at least that way i can force TP checks if the enemy wants to chance shooting the Snipers, which is better than giving them complete freedom to pick and choose). this also fits with the Sniper Team having a longer range on their guns, and them relying on distance from the enemy for the Stealth Fields.
if theres not much cover the FWs get priority over the Snipers (as the Snipers will already be protected by TP and Stealth).
both units need good lanes of fire as they wont want to move all game.

- similar to above, the Stealth Suits cant force TP tests by being closer than the Gun Drones, so the Gun Drones are better off slightly closer. also as above, if cover is sparse the Drones get priority as the Stealths dont need it as much (especially considering their good Save and ablative wounds).
both units would ideally be hidden from view altogether, and need a route to advance from cover to cover.

Movement Phase:
- Sniper Team and FWs wont want to move (unless they really need to get into a better position)
- Stealths and Drones will probably stick together (so they can combine fire when needed), and will probably stick to a flank rather than go down the middle (this will allow them to keep their distance from the opposite flank of the enemy force). they will probably advance as fast as possible towards the enemy (jumping from cover to cover), unless facing CC troops, in which case they may set an ambush.

Shooting Phase:
- the FWs will fire first: only units that fire after them can benefit from their ML (they cannot benefit from it themselves either, so it would be wasted if they fired last). the leader has the ability to split fire if needed. the Pulse Rifles will probably concentrate on enemy infantry, unless there is an easy Vehicle target for them.
- the Sniper Team will be on anti-tank/anti-MEQ duty. they can split fire if needed, and will have the chance to benefit from the FWs ML (and their own, if they need it), to help with Pinning Tests, Cover Saves and BS.
- the Stealths and Gun Drones will mostly hunt enemy infantry, but their flanking manouver will hopefully give them Side Armour shots against surviving vehicles. they will use their mobility to try and take out hidden troops and things like Mortars etc. the Stealths should be able to invoke ToF too - i can make this easier by whittling down targets with the Gun Drone unit first. both units have the chance to make use the both MLs - these could help with Pinning Tests, or BS.

Assault Phase:
- ideally everyone will use their range/mobility to stay out of CC altogether.
- the Gun Drones can be sacrificed as a speed bump if required.
- once they have gotten in weapons range, the Stealths and Gun Drones will use J-S-J to hide after firing and to put distance back between them and the enemy before coming back in the following turn to repeat.

A note of self preservation:
hopefully i will be able to do considerable damage in the first half of the game. if this is achieved, the second half can be spent minimising the damage i take, for VP denial. the Gundrones can be sacrificed, the Sniper Team and FWs can retreat if need be, and the Stealths can hide/lead the enemy round in circles. i think this makes good sense, both in terms of table top effectiveness and fluff (they are stranded afterall).
for fluff reasons keeping the actual Tau alive is very important (Drones can be repaired or at a push replaced, but the ship's crew is very small so every casualty counts). i hope to reflect this on the tabletop. :)

thoughts on all the above? :?:

obviously all this depends on the Terrain and the enemy army. Markerlight targets and general target priority would have to be assessed on a case by case basis - although this shouldnt be a problem: i honed my target priority skills with competitive gunline IG. :twisted:

ive never used Tau (except a trio of Broadsides in a 3rd ed megabattle), and while ive faced them in 1000+ pts games, ive never seen them used in CP. this will be a new experience for me, and im really looking forward to it: it will be nice to have a mix of mobility as well as long range (my IG were very static) - the high strength basic weapons, Pinning, J-S-J and funky gadgets will be nice too. 8)

jlong05 wrote:Honestly, I may copy your CP, although I do have those snazzy Heavy Weapons Tau to use. I guess I will have to come up with some fun fluff.

you could always use them as Stealth Suits if you want to try out my list. :)

cheers!

~ Tim
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:) I am "LMTRK" on The Wizards Community and MTG Salvation
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Postby LordMalekTheRedKnight » Tue Jun 10, 2008 2:59 pm

i just wanted to bump this now that i have finished building the force:

Image

while it was still being built we played a couple of warm-up games (batreps here), but now its done we can do some proper batreps with pics, too. :)

cheers!

~ Tim
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Postby Culven » Tue Jun 10, 2008 4:28 pm

I think it looks like a decent list; though, you may want to recheck the cost of the Firewarrior team. I keep getting 108 points for them, but I am going from memory. I belive EMP grenades must be taken by the full unit, and the HW equipment costs 5 points each. I could be wrong as I don't typically use these items.

As for the list, in a combat patrol, the Railrifles could be quite useful at popping Transports and MEqs. The Stealth Suits and Gun Drones provide some maneuverability, and the Pulse Rifles are of course one of the best basic guns in the game. The two Markerlights could also be useful to boost the BS of the other units.

I also like the use of the Drones as Fire Warriors. I actually did the opposite using Pathfinders with Railrifles as Sniper Drones. It was cheaper than buying the team models, and I had a few anyway from my Pathfinders teams.
Last edited by Culven on Tue Jun 10, 2008 4:30 pm, edited 1 time in total.
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Postby LordMalekTheRedKnight » Tue Jun 10, 2008 4:53 pm

Culven wrote:I think it looks like a decent list;

cheers. :)
although i think you've seen it before, actually. :P
(its the same list i posted on Warseer :lol:)

Culven wrote:though, you may want to recheck the cost of the Firewarrior team. I keep getting 108 points for them, but I am going from memory. I belive EMP grenades must be taken by the full unit, and the HW equipment costs 5 points each. I could be wrong as I don't typically use these items.

you had me worried for a second, but no, i just double checked and the cost in my list is correct. :)

BTW, i bought the EMP's from the Infantry Armoury for the TL. ;)

Culven wrote:As for the list, in a combat patrol, the Railrifles could be quite useful at popping Transports and MEqs. The Stealth Suits and Gun Drones provide some maneuverability, and the Pulse Rifles are of course one of the best basic guns in the game. The two Markerlights could also be useful to boost the BS of the other units.

thats what i was thinking, yeah (all of it). :D

so far ive only faced Kate's Eldar (no Vehicles or MEQs), but the Railrifles were still useful (killing 4+Sv models, and occasionally Pinning stuff). and as long as i remember to Infiltrate with the Stealths ("D'oh!" :oops:), they should do well, too.

im looking forward to trying this list out against more varied foes, both at Dan's club, WHWorld and a couple of other places. :)

Culven wrote:I also like the use of the Drones as Fire Warriors. I actually did the opposite using Pathfinders with Railrifles as Sniper Drones. It was cheaper than buying the team models, and I had a few anyway from my Pathfinders teams.

cool. :)

the idea is that there was only a skeleton crew on board the ship before it crashed, but plenty of Drones, so it was a simple case of fitting some of them with Rifles from the gun locker for some longer ranged support (the Rail Rifles were orignally mounted on the ship itself...).

cheers

~ Tim
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:) I am "LMTRK" on The Wizards Community and MTG Salvation
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