1750 Tau
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1750 Tau
So here is the list I have come up with for my Tau that I'd like to playtest. It is a little more on the competitive side rather than fluffy.
HQ Commander 4 5 5 5* 4 3 4 10 2+/5+++
Plasma Rifle, Plasma Rifle, Advanced Targeting System, Stimulant Injector, Iridium Armor, Neuroweb System Jammer; Puretide Engram Neurochip; Shield Drone x2
HQ Ethereal 4 3 3 3 2 3 3 10 -
Troop Fire Warriors (12) 2 3 3 3 1 2 1 7 4+
Troop Fire Warriors (12) 2 3 3 3 1 2 1 7 4+
Troop Fire Warriors (12) 2 3 3 3 1 2 1 7 4+
Elite XV8 Crisis Team (3) 2 3 5 4 2 2 2 8 3+
Plasma Rifle x3, Plasma Rifle x3, Vectored Retro-Thrusters x1
Elite XV104 Riptide 2 3 6 6 5 2 3 9 2+/5++
Twin-linked Fusion Blaster, Ion Accelerator, Early Warning Override, Velocity Tracker
Elite XV104 Riptide 2 3 6 6 5 2 3 9 2+/5++
Twin-linked Fusion Blaster, Ion Accelerator, Early Warning Override, Velocity Tracker
Fast A. Pathfinder Team (6) 2 3 3 3 1 2 1 7 5+
Fast A. Tetra Team (2) 3 10 10 10 2
Fast A. Tetra Team (1) 3 10 10 10 2
Heavy S. Hammerhead Gunship 4 13 12 10 3
Railgun; Twin-Linked Smart Missile System; Submunition Rounds; Blacksun Filter
Heavy S. Hammerhead Gunship 4 13 12 10 3
Railgun; Twin-Linked Smart Missile System; Submunition Rounds; Blacksun Filter
Heavy S. Sky Ray Missile Defence Gunship 4 13 12 10 3
Two Networked Markerlights; Six Seeker Missiles; Twin-Linked Smart Missile System; Blacksun Filter
Comes out to 1748.
Obviously I will have to modify the Tetras with the new rules once I can get a copy of the new Imperial Armor 3. Depending on the changes made I have a sneaking suspicion I will be replacing them either with Pathfinder or Markerlight drones.
I am still debating what weapons to give my crisis commander and my crisis team. With dual plasma each it might be overkill with the amount of AP2 that I have. Missile Pods might not go wrong especially with the commander giving the whole thing either Tank-Hunter or Monster-Hunter each turn. The same goes with Fusion Blasters.
HQ Commander 4 5 5 5* 4 3 4 10 2+/5+++
Plasma Rifle, Plasma Rifle, Advanced Targeting System, Stimulant Injector, Iridium Armor, Neuroweb System Jammer; Puretide Engram Neurochip; Shield Drone x2
HQ Ethereal 4 3 3 3 2 3 3 10 -
Troop Fire Warriors (12) 2 3 3 3 1 2 1 7 4+
Troop Fire Warriors (12) 2 3 3 3 1 2 1 7 4+
Troop Fire Warriors (12) 2 3 3 3 1 2 1 7 4+
Elite XV8 Crisis Team (3) 2 3 5 4 2 2 2 8 3+
Plasma Rifle x3, Plasma Rifle x3, Vectored Retro-Thrusters x1
Elite XV104 Riptide 2 3 6 6 5 2 3 9 2+/5++
Twin-linked Fusion Blaster, Ion Accelerator, Early Warning Override, Velocity Tracker
Elite XV104 Riptide 2 3 6 6 5 2 3 9 2+/5++
Twin-linked Fusion Blaster, Ion Accelerator, Early Warning Override, Velocity Tracker
Fast A. Pathfinder Team (6) 2 3 3 3 1 2 1 7 5+
Fast A. Tetra Team (2) 3 10 10 10 2
Fast A. Tetra Team (1) 3 10 10 10 2
Heavy S. Hammerhead Gunship 4 13 12 10 3
Railgun; Twin-Linked Smart Missile System; Submunition Rounds; Blacksun Filter
Heavy S. Hammerhead Gunship 4 13 12 10 3
Railgun; Twin-Linked Smart Missile System; Submunition Rounds; Blacksun Filter
Heavy S. Sky Ray Missile Defence Gunship 4 13 12 10 3
Two Networked Markerlights; Six Seeker Missiles; Twin-Linked Smart Missile System; Blacksun Filter
Comes out to 1748.
Obviously I will have to modify the Tetras with the new rules once I can get a copy of the new Imperial Armor 3. Depending on the changes made I have a sneaking suspicion I will be replacing them either with Pathfinder or Markerlight drones.
I am still debating what weapons to give my crisis commander and my crisis team. With dual plasma each it might be overkill with the amount of AP2 that I have. Missile Pods might not go wrong especially with the commander giving the whole thing either Tank-Hunter or Monster-Hunter each turn. The same goes with Fusion Blasters.
Aegwymourn- Lord of Titan
- Posts : 2536
Join date : 2012-07-01
Location : Rosetown
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