Been noodling around with the new codex. The following I can build with models I already own with the exception of the Broadsides, but I've always wanted a pair, anyway.
Contingent Headquarters
Coldstar Commander w/ Onager Gauntlet, Vectored Retro-thrusters, Shield Generator
Not sure, ultimately, what to make of this guy. Giving him the Gauntlet and the VRT because I could see him flying up and challenging some IC to a duel, hoping to Super Punch them dead, and then bouncing out. He also serves as mildly-useful Anti-aircraft. I'm torn between the Shield Generator and the Iridium Armor. Invul Vs Better Armor Save and Toughness...hmmm...
I believe I have about 3-4 points left over, so he probably gets the Neuroweb System Jammer, just to be a bastard.
Ethereal
Never leave home without one. Goes with the Firewarriors in the Devilfish. Magic happens every time.
2 Crisis Bodyguards each w/2x Missile Pod, 1x Flamer
Hang with the warlord Commander (see below) to benefit from all his buffing power. Mostly shoot at transports and light vehicles, serve as a nasty Supporting Fire base with the flamers.
Hunter Cadre
Commander w/Multi-spectrum Sensor Suite, CnC Node, Puretide Engram, 2x Flamers (Warlord)
If I'm reading the Coordinated Firepower Rules correctly, and I think I am, all units involved are treated as a single unit. This would seem to mean all units involved would benefit from the Commander's buffs assuming he was involved in the shot. Hence, this guy will be very helpful in bringing the pain.
Strike Team (10) w/Pulse Rifles
--in Devilfish w/Disruption Pods
Strike Team (10) w/Pulse Rifles
--in Devilfish w/Disruption Pods
The Ethereal rides with these guys. When they get out and use the Storm of Fire, some poor suckers eat 60 pulse rifle shots at a boosted BS, not even counting the drones and Devilfish contribution. Before markerlights. Used these fellows all through 6th. They are scary, scary, scary. It's tempting to take Carbines in these teams, but I don't actually have the models and the rifles are more flexible, so I'll stick with them
10 Kroot w/Sniper Rounds
They sit on an objective, hopefully in a forest, and bother things. That's about it. Never expect much out of them, but then again, they're super cheap, so what's the loss?
3 Crisis Suits each w/ 2x Plasma Rifle, 1 x Flamer
They either start on the board against aggressive armies or drop in to ambush something unsuspecting. Can do a lot of damage to an elite unit, roast infantry, or blow up vehicles from behind. Versatile and fun. Wish I had the spare points for a shield drone or two, but I'm not too worried.
2 Piranha w/ Fusion Blasters
These speeders are great for the cost. I take them basically for the free drones and then the flying armored meltaguns are a super bonus. With the Feints and Ambushes rule, these guys can be across the board melting things on turn 1, which is pretty sweet.
6 Pathfinders
If I get first turn, they will get to mark something pretty well. If I don't, they'll probably die at the hands of whatever my opponent can throw. If I'm lucky, they'll soak a lot of bullets in cover or, maybe, my opponents will do something foolish like try to kill the Riptide first. Then they'll get two turns of marking things in.
Hammerhead with SMS, Submunition
It's pretty criminal how cheap this tank is these days. The Leman Russ is incensed, let me tell you. Granted, it can't shoot all its guns at separate targets and it can't nuke tanks off the board quite as easily as it used to, but its still damned good.
Firebase Support Cadre
Riptide w/Ion Accelerator, SMS, Early Warning Override
An absolute steal for the points (they made them CHEAPER?!), versatile, tough, dangerous--nothing not to like at all.
Broadside w/Heavy Rail Rifle, TL Plasma Rifles
Broadside w/Heavy Rail Rifle, TL Plasma Rifles
Yes, yes--I know the big Missile Mittens are better, but they're ugly and the Rail Rifles look awesome. Plus, when you combine the RR w/Tank Hunters, increased BS, and the easy potential to ignore cover, they get much more appealing.
So there we go. The basic plan is for the Broadsides, Riptide, Bodyguard Team, Buffmander, Pathfinders, and Hammerhead to form the firebase. Coldstar, Kroot, and Piranha are harassment. Firwarriors and Burning Eye suits are for moving forward and taking objectives. The plan is fairly similar to the one I used in 6th edition (and was so filthy successful that I stopped playing Tau for a while lest my gaming group abandon me. They mostly did anyway, but that's not the point).
What I miss from my old list was another group of Piranha, a Tetra team, and the Skyray (always a clutch performer, that Skyray). What I gain is Coordinated Fire, Feints and Ambushes, improved Supporting Fire range, and Tank-Hunting/Monster Hunting Broadsides and Riptide. Seems a fair trade, even if I do have to take stupid Pathfinders.
Thoughts?