Been a while since I’ve posted (~2weeks) and I’ve been thinking over a few things. I’ve qualified for the Feast of Blades in Denver, and lists are due Oct 1st, so, enough procrastinating. This is the list I’ve been working with for maybe a month now (before Tau vehicles got a 3+ cover save, 2+ when turbo-boosting, so that’s all Gravy now) and it’s been working pretty well.
Basic idea is that the Shas’El goes on top of the Bastion, with the pathfinders, and mans the Icarus Lascannon. Broadsides go inside, so we have a nice, fairly nasty fire base there with cover on the battlements and AV 14.
Purifiers rush up (18″) to midfield and just sit there in their rhino as a deterent with 8 psycannon shots, and happy enough to assault you if you ask for it.
Coteaz goes with GKSS and they move up the field on foot behind the purfiers acting as the main Dakka unit, with Coteaz using Divination and Precience on them.
Psykers move up however far is required to get within 36″, drop Str 8 AP1 pieplates.
Tau Firewarriors get in their Devil Fish (steal one from pathfinders) and probably don’t really get out until last turns, just scooting around with a 3+ or 2+ cover save as required.
Hammerheads do their thing, mostly their for the pie plates.
Dreadknight is there for disruption, counter-attack, and just outright breaking units when required.
Thoughts on the list:
Anti-tank: I feel pretty solid. I have 5 Railt guns and the icarus lascannon available for first turn initial strike, a strength 8 Ap 1 large blast, 4 psycannons that should be in play turn 2+, and many str 5 shots. Hopefully the hammherheads won’t be needed for their anti-tank and can be left for pie plates, but they’re there if needed.
Anti-horde: Super solid. 3 pie plates (2 str 6 and 1 str 8), the Heavy incinerator off the Dread knight, Cleansing Flame if required from the purifiers (I think not) and lots of Dakka.
Durability: Great. AV14 bastion (vulnerable to Railguns, Lances, and deepstruck Meltas, but that’s about it). 2 Av 13, 2 AV 12 (which should have 3+ saves) vehoicles. Weakspots are the rhinos, easy first turn kill sif I’m not careful.
Mobility: Descent. 4 transports, GKSs can deepstrike if they want to (probably will not) and NDK can be wherever it wants to. (but will almost certainly make itself a big fat target)
Scoring: This is what I’m worried about. I have 4. The GKSS are 10 strong and tough, but they’re walking and can get shot up if the opponent makes a goal out of it. The FW will be pretty hard to kill inside their 2+ DFs, but accidents happen, and there’s only 6 in each. I wanted to do a big squad of 12 but didn’t know what to give up. Psykers are scoring, technically, but are very delicate. So, 3 of those scorers really, really don’t want to get out of their vehicle until the last minute, and truth is the psykers rhino will probably be shot out form under them, anyway.
If it’s nightfight first turn, things are going very well for me!
Thoughts?
2000 Pts – Tau Empire Roster – Matt Bennett, FoB list 2012
Total Roster Cost: 1998


